High Dynamic Range
- Last UpdatedApr 28, 2023
- 1 minute read
This High Dynamic Range technique is an almost completely true HDR, in that it uses HDR techniques and floating point buffers.
However, the objects are not rendered in full HDR immediately. They are rendered normally and then some are multiplied by a value of emissions.
This requires an emission value inside the object shaders in order to 'shoot' the color of these objects with respect to the normal objects in the scene. See the parameter fEmissiveMul.
-
If, when a pixel is drawn to the screen, it does not have a value of fEmissiveMul, then the HDR effect is not applied to that pixel.
-
In practice, if the mesh drawn in that pixel had no fEmissiveMul, the value of the mesh is used without HDR.