getdls wrote...
Nice -Draikin- return linear everytime works fine.
As for the function, my guess is that it takes LinearColour out of that returns a start - end of gamma/brightness curve. This probably means that it also fixes some white crushing we haven't noticed. That would explain why bloom effects around lights are more aggressive with the original setting, it simply overdraws more.
No clue to what valid values are though, need to poke at half3 first.It may just be placebo but I think editing shader and returning linear gives better bloom response then replacing with ME1 shader.*Edit* Nope, checked again, they look the same.half3 ApplyFilmicResponse( half3 InLinearColour ) { #if ENABLE_FILMIC_RESPONSE float3 x = max(0,InLinearColour-0.004); float3 FilmicColour = (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06); // for now we don't have the algorithm for non-gamma fit, so we'll just // hack it //return (half3) ( FilmicColour * FilmicColour ); return InLinearColour; #else return InLinearColour; #endif }
I was ironically in the exact same place in the "Afterlife", trying to make due with the shoddy lighting and glare, and, well, EVERYTHING RELATING TO VIDEO. Then I decided to use google, and behold THIS comes up! xD
I tried some things and then they just ticked me off, so I took a break and tried the code change above, and since i have the brightness set to +6 already, it made everything just damn near PERFECT for me when I started the game after editing that " UberPostProcessPixelShader.usf " with Notepad++ (hey, I like the program now, alot nicer than notepad, that's for sure.)
I wanted to say THANK YOU for letting me have the ability to play the game as it was intended to be played. I can now see the lonely body of the asari table dancer and .....yea.
so Thanks a ton for the help, and now im going to go back to shooting people.





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