Загрузка видео...
Не удалось загрузить видео
Why does tonemapping turn my landscape cyan in the distance? Because Unity's tonemapping turns most bright colors into yellow, cyan or magenta. So I implemented my own hue-preserving tonemapping.
10,818 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 10

@SheriefFYI Overexposure converging to primary and secondary hues doesn't work for the majority of content, it has to get to white instead, thus in the walk to white either hue shift or desaturate, pick your poison mix.

@SheriefFYI Yeah, going to white without changing hue was the reason for my tonemapper. It does desaturate in the process, as all approaches do eventually, if they go to white. Although, for fully saturated colors it won’t go to white at all if the whitening parameter is zero.

Interesting. But if your sky "whitens" then it might just be too bright / or the camera is overexposed? It makes sense that very bright colors should whiten, except if it's single wavelength, (monochromatic), and the sky is not.

My main point was that I wanted to avoid the hue to change (e.g. blue->cyan). My tonemapping implementation also makes non-monochromatic colors white eventually (and optionally even monochromatic ones too, like ACES does). But it does it without altering the hue along the way.

take a look at things like AgX or TonyMcMapFace They are flexible "Hue-preserving" that also rolloff highlights ( what is more technically should be called insetting )

Isnt thats what tonemapping supposed to fix ;]

You'd think so :)

does the fog use atmospheric scattering?

No, it's the primitive built-in fog in Scene settings which is just interpolating towards a single color based on exponential squared distance. And it doesn't affect the skybox; only the ground.

Wow, I am pretty sure I had this issue as well when I was working on my never finished vr game :)
