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Disable HDR by Default #8055
Disable HDR by Default #8055
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After popular demand we are disabling HDR by default. This will be re-enabled at a later date
Thanks for the pull request @ProjectBarks!
Reviewers, don't forget to make sure that:
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As @lilleyse stated in the linked issue's primary description, we want to retain HDR for gltf 2.0 PBR tonemapping. |
Code looks good to me (I didn't run it). @lilleyse can you take a pass and merge if you're happy? |
Thanks for the awesome work @ProjectBarks! Your contribution is about to launch to millions of users with the next release. 🚀 Do you mind if we tweet about it? CC @OmarShehata @slchow. |
To fix the washed out look of the PBR models make sure gamma correction only gets applied once.
I would remove Finally, I would remove this block: fragmentShader += '#ifndef HDR \n';
fragmentShader += ' gl_FragColor = vec4(czm_acesTonemapping(gl_FragColor.rgb), gl_FragColor.a); \n';
fragmentShader += '#endif \n'; and combine it into fragmentShader +=
'vec3 LINEARtoSRGB(vec3 linearIn) \n' +
'{\n' +
'#ifndef HDR \n' +
' return pow(czm_acesTonemapping(linearIn), vec3(1.0/2.2));\n' +
'#else \n' +
' return linearIn;\n' +
'#endif \n' +
'}\n\n'; |
Good sandcastle for testing. |
Will there be a built-in Sandcastle example to toggle HDR? Or is that in the other PR? |
Let's use a separate PR that just adds a new Sandcastle for this/FXAA and any other rendering quality/options that we think are worth it. That way we don't need to hold this or the image scaling one up. |
For the sandcastle PR - A scene with just the ground vehicle like the screenshots above is good. If you want to get fancy maybe add a slider for |
HDR does not provide enough (or any) of a visual quality improvement to justify being on by default. The problem is very little of the Cesium rendering engine outputs high dynamic range values so tone-mapping is ineffective and only darkens the scene.
This PR is connected to #7966