HDR for skybox material
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I don’t believe Urho supports any image formats with hdr?
The way that I’ve gone about it is encoding the hdr information into the texture using an encoding:
Here is a fork of cmft with the ability to export dds with ‘bgrd8’, ‘bgrm8’ and ‘bgre8’ encodings:
github.com/hdunderscore/cmft/tree/hdr
Here is the hlsl shader code to decode them:
[code]float4 DecodeBGRM8(in float4 rgbm)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float M = exp2(rgbm.a / scale);
float m = M / (255.0f * 255.0f);
r.rgb = rgbm.rgb * m;
r.a = M;
return r;
}
#define DecodeHDR(IN) DecodeBGRM8((IN))
float4 DecodeBGRE8(in float4 rgbe)
{
float4 r;
r.a = rgbe.a * 255 - 128;
r.rgb = rgbe.rgb * exp2(r.a);
r.a = length(r.rgb);
return r;
}
float4 DecodeBGRD8(in float4 rgbd)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float D = MaxValue / exp2(rgbd.a / scale);
float d = D / (255.0f * 255.0f);
r.rgb = rgbd.rgb * d;
r.a = D;
return r;
}[/code]
This method doesn’t support alpha as the alpha channel being used for hdr on encoding.
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[quote=“hd_”]I don’t believe Urho supports any image formats with hdr?
The way that I’ve gone about it is encoding the hdr information into the texture using an encoding:
Here is a fork of cmft with the ability to export dds with ‘bgrd8’, ‘bgrm8’ and ‘bgre8’ encodings:
github.com/hdunderscore/cmft/tree/hdr
Here is the hlsl shader code to decode them:
[code]float4 DecodeBGRM8(in float4 rgbm)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float M = exp2(rgbm.a / scale);
float m = M / (255.0f * 255.0f);
r.rgb = rgbm.rgb * m;
r.a = M;
return r;
}
#define DecodeHDR(IN) DecodeBGRM8((IN))
float4 DecodeBGRE8(in float4 rgbe)
{
float4 r;
r.a = rgbe.a * 255 - 128;
r.rgb = rgbe.rgb * exp2(r.a);
r.a = length(r.rgb);
return r;
}
float4 DecodeBGRD8(in float4 rgbd)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float D = MaxValue / exp2(rgbd.a / scale);
float d = D / (255.0f * 255.0f);
r.rgb = rgbd.rgb * d;
r.a = D;
return r;
}[/code]
This method doesn’t support alpha as the alpha channel being used for hdr on encoding.[/quote]
I think I understand. I have not used the hlsl shader so Im not sure how to use it.
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Here is the change you would make for the skybox.hlsl (however you will need to make the adjustments for glsl yourself):
[code]#include “Uniforms.hlsl”
#include “Samplers.hlsl”
#include “Transform.hlsl”
#define DecodeHDR(IN) DecodeBGRM8((IN))
float4 DecodeBGRM8(in float4 rgbm)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float M = exp2(rgbm.a / scale);
float m = M / (255.0f * 255.0f);
r.rgb = rgbm.rgb * m;
r.a = M;
return r;
}
float4 DecodeBGRE8(in float4 rgbe)
{
float4 r;
r.a = rgbe.a * 255 - 128;
r.rgb = rgbe.rgb * exp2(r.a);
r.a = length(r.rgb);
return r;
}
float4 DecodeBGRD8(in float4 rgbd)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float D = MaxValue / exp2(rgbd.a / scale);
float d = D / (255.0f * 255.0f);
r.rgb = rgbd.rgb * d;
r.a = D;
return r;
}
void VS(float4 iPos : POSITION,
out float4 oPos : POSITION,
out float3 oTexCoord : TEXCOORD0)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oPos.z = oPos.w;
oTexCoord = iPos.xyz;
}
void PS(float3 iTexCoord : TEXCOORD0,
out float4 oColor : COLOR0)
{
float4 sky = DecodeHDR(texCUBE(sDiffCubeMap, iTexCoord.xyz));
sky.rgb *= sky.a;
sky.rgb *= cMatEnvMapColor.r;
oColor = (cMatDiffColor * sky);
}
[/code]
You would then need to use an encoded texture for the sky. The cMatEnvMapColor red channel affects the exposure.
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BC6H is the HDR format that should be used, although GL2.1/DX9 doesn’t support it:
opengl.org/registry/specs/A … n_bptc.txt
Cadaver how is Turso3D these days?
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[quote=“boberfly”]BC6H is the HDR format that should be used, although GL2.1/DX9 doesn’t support it:
opengl.org/registry/specs/A … n_bptc.txt
Cadaver how is Turso3D these days? [/quote]
Ah. Good to know. I sitll have to find a way to convert a hdr to dds.
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How did you use it? I would have to use it from the command line.
[quote=“hd_”]I don’t believe Urho supports any image formats with hdr?
The way that I’ve gone about it is encoding the hdr information into the texture using an encoding:
Here is a fork of cmft with the ability to export dds with ‘bgrd8’, ‘bgrm8’ and ‘bgre8’ encodings:
github.com/hdunderscore/cmft/tree/hdr
Here is the hlsl shader code to decode them:
[code]float4 DecodeBGRM8(in float4 rgbm)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float M = exp2(rgbm.a / scale);
float m = M / (255.0f * 255.0f);
r.rgb = rgbm.rgb * m;
r.a = M;
return r;
}
#define DecodeHDR(IN) DecodeBGRM8((IN))
float4 DecodeBGRE8(in float4 rgbe)
{
float4 r;
r.a = rgbe.a * 255 - 128;
r.rgb = rgbe.rgb * exp2(r.a);
r.a = length(r.rgb);
return r;
}
float4 DecodeBGRD8(in float4 rgbd)
{
float4 r;
const float MaxRange = 20.0f;
const float MaxValue = 255.0f * MaxRange;
const float scale = 1.0f / log2(MaxValue);
float D = MaxValue / exp2(rgbd.a / scale);
float d = D / (255.0f * 255.0f);
r.rgb = rgbd.rgb * d;
r.a = D;
return r;
}[/code]
This method doesn’t support alpha as the alpha channel being used for hdr on encoding.[/quote]