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by rnvannatta
1526 days ago
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I do cross platform development, I have to keep mobile/console in mind though most of my work in on PC, other people work on mobile/console and tell me when the shaders I write are too slow or break mobile :). You work with 100,000 lux sun? Damn! We did physical values for sun/moon lighting when I did flight simulator stuff but that painfully required full float rendertargets, which is fine when you can tell Uncle Sam the minspec gpu is a 1080, but unacceptable for console and mobile. Anyway we do full linear HDR for the 3D scene of course, as it's simulating physical light transport. Though not exact sun/moon values as we want to do half float rendertargets. The UI does compositing in SDR sRGB. Some of our textures are tinted with this rather cursed lab model I cooked up for speed, which is gamma encoded srgb linearly transformed so that 'l' = average of rgb and 'chroma' is rgb equally weighted but placed 120 degrees apart in the unit circle. Was designed to make HSV transforms linear operations (ie matrix multiply) and have great performance with acceptable quality with not too many imaginary colors. Nicer color spaces were too expensive, and it works good enough to make the artists like it. |
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