Skip to content
This repository was archived by the owner on Dec 11, 2025. It is now read-only.

Reintroduce 'full screen blend'#110

Merged
apanteleev merged 3 commits intoNVIDIA:masterfrom
res2k:full-screen-blend
Apr 1, 2021
Merged

Reintroduce 'full screen blend'#110
apanteleev merged 3 commits intoNVIDIA:masterfrom
res2k:full-screen-blend

Conversation

@res2k
Copy link
Copy Markdown
Contributor

@res2k res2k commented Mar 19, 2021

One of the effects that's currently "lost" in RTX mode is the "full screen blend", where a color is mixed into the final image (literally, an alpha blended screen-covering rectangle). It's used for certain in-game events, eg damage received, item pickups, active effects (quad damage) - that has certainly value for the player. It's also used to give everything a murky color when underwater (so, for atmosphere of a sort).

I added the "full-screen blend" into the tone mapping step, after the final image, but before the tonemapping.
The motivation to add it there, and not the "final_blit" shader, was that I guess making it work with colors not mapped to [0,1] would be more useful if proper HDR output is ever added.

@res2k res2k changed the title Reintroduced 'full screen blend' Reintroduce 'full screen blend' Mar 20, 2021
@res2k res2k force-pushed the full-screen-blend branch from dc1b03e to 1455826 Compare March 30, 2021 23:16
@apanteleev apanteleev merged commit 1455826 into NVIDIA:master Apr 1, 2021
@apanteleev
Copy link
Copy Markdown
Collaborator

Merged with a couple of improvements/tweaks. Thank you!

@res2k res2k deleted the full-screen-blend branch May 31, 2021 21:20
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants