From 15d033e25f867d4a96610dde8e8aa91fd36df3b0 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 19 Oct 2020 22:38:20 +0200 Subject: Fix debanding slightly brightening the whole viewport Thanks to Mikkel Gjoel on Twitter for the tip :) --- servers/rendering/rasterizer_rd/shaders/tonemap.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl index a464048ebd..2a13db4cd1 100644 --- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl +++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl @@ -311,7 +311,8 @@ vec3 screen_space_dither(vec2 frag_coord) { vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord)); dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0)); - return dither.rgb / 255.0; + // Subtract 0.5 to avoid slightly brightening the whole viewport. + return (dither.rgb - 0.5) / 255.0; } void main() { @@ -338,7 +339,8 @@ void main() { color = do_fxaa(color, exposure, uv_interp); } if (params.use_debanding) { - // Debanding should be done before tonemapping. + // For best results, debanding should be done before tonemapping. + // Otherwise, we're adding noise to an already-quantized image. color += screen_space_dither(gl_FragCoord.xy); } color = apply_tonemapping(color, params.white); -- cgit v1.2.3