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Questions tagged [hdr]

0 votes
1 answer
434 views

Can the Unity URP actually output an HDR signal to a supporting monitor? I don't mean HDR values with tone mapping applied to map the values to an SDR signal, but actual HDR values displayed on the ...
arcadeperfect's user avatar
2 votes
1 answer
980 views

[Purpose]: I need to save the Unity camera view into a .exr file. [Error]: Remapping between formats 74 -> 73 is not supported [What I've tried]: I tried the ...
T3-Tan's user avatar
  • 33
1 vote
0 answers
44 views

In different sources I see ACES tonemapping, but I see one of two possible sets of formulas: https://www.shadertoy.com/view/XsGfWV this one https://www.shadertoy.com/view/tdffDl or this I compared ...
Emil Kabirov's user avatar
1 vote
1 answer
839 views

I am trying to create an HDRI SkyBox out of 6 textures but after I create the cubemap with Assets → Legacy → Cubemap and drag it in the HDRI Sky I get an all white environment. Is this a problem with ...
mavish's user avatar
  • 151
1 vote
1 answer
742 views

I finally have a PBR implementation in an engine that I'm writing for a game I'm developing but I'm stuck on how to use IBL in real situations. Most IBL tutorials use it just to show a single mesh or ...
Sammi3's user avatar
  • 229
1 vote
0 answers
112 views

I've enabled HDR and bloom effects in my SceneKit app, but I don't want some of the elements in my scene to bloom. For example, the lighter spots on the skybox are currently glowing. Is there some ...
BinaryGuy's user avatar
  • 141
0 votes
0 answers
58 views

I've a 2d background, some sprites, blitted onto it. And over all that in the final pass I draw colored lights, to make projectiles look cooler. Basically I apply a classic lightmap, which is colored ...
SmugLispWeenie's user avatar
0 votes
1 answer
532 views

I have a question regarding to the HDRI maps as many some of you have a bit of experience in this field especially for Oculus Rift platform! I've been trying to achieve a 3D landscape from this HDRI ...
user3600129's user avatar
1 vote
1 answer
419 views

How do I blend two colors using SrcAlpha and OneMinusSrcAlpha when I have HDR range (rgb and a values can be > 1)? The typical formula for non-HDR is (src * srcAlpha) + (dst * (1.0 - srcAlpha)) but ...
jjxtra's user avatar
  • 127
3 votes
0 answers
2k views

I've seen many posts on how to accomplish HDR bloom effects in Unity3D using its (now legacy) Bloom component as part of the standard assets package. I'm trying to replicate it using the new post ...
Leftover Salad's user avatar
0 votes
2 answers
895 views

I'm using Direct3D 9 to draw some primitives into a texture. The format used at texture creation is D3DFMT_A16B16G16R16F, and the primitives are drawn using additive blending. The additive blending ...
the.punisher's user avatar
2 votes
1 answer
1k views

I am trying to do hdr rendering with two shader programs: one simply draws a hdr texture on a fullscreen quad and the other one does tonemapping. I am trying either linear tonemapping ...
Alakanu's user avatar
  • 705
10 votes
1 answer
3k views

I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image (...
Harry's user avatar
  • 690
3 votes
2 answers
1k views

I'm currently working on an implementation of rectangular area lights but I am having some issues with the illuminance calculation, which gives me serious colour banding across the entire lit area. I'...
Bentebent's user avatar
  • 465
0 votes
1 answer
1k views

I am using a tonemapper in our project and a friend of mine asked if I could provide him with a plot of the tonemapper used (different functions are implemented). I tried in MATLAB to copy the tone-...
juan_morata's user avatar

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