Link:
https://fsnebula.org/mod/qaz_1CHANGELOG2021-09-14: Anti-glitter shader tweak has been accepted by the SCP, the next release of FSO will include it by default
Version 0.2.0Added new shader designed to reduce specular glinting/shimmering on distant ships.
This is based off a 2015 GDC talk by valve (slides
here, page 43/44). Surfaces are made to have a lower glossiness value if the normal buffer's gradient is too high.
As this modifies a different shader to the previous tonemapping work, it can be used in combination with any one of the tonemapping options
Version 0.1.0- Updated exposure correction factors to be equal across tonemappers, this means the same colours/intensities are going into all of the shaders, making comparisons much easier.
Apologies to anyone using this mod, you'll have to play with your lighting settings again.
Version 0.0.3- Fixed edge case in PPC tonemappers, intensities brighter than the maximum defined by shoulder strength no longer render as black.
Version 0.0.2Added 2 1/2 new tonemappers:
Piecewise Power Curves are quite nice as the tweakable parameters are all quite sensible and not too difficult to understand, please play around with the values in the shader! There's 5 parameters to tune that really capture most of what you want out of a filmic curve, you can even eliminate the toe entirely.
Visualise tuning the parameters here:
https://www.desmos.com/calculator/tb8hf94h28Original PostHi all,
There's been some discussion on Discord about the way the shaders in FSO work. Right now I believe there's a disconnect between the material and tonemapping models used in the tools people are creating textures in, (e.g Substance Painter, Armorpaint) and those being used in FSO. This introduces an issue where models won't look the same when creating them and when viewing them in game, leading to repeated tweaking and potential frustration.
Luckily FSO has the ability to load external shaders, overriding the ones built in to the executable. Because of this, I've started working on a small mod to test out different potential material models and tonemapping operators. Right now, it consists of a small core package that enables external shader loading, and several optional packages that implement different tonemapping operators. The tonemapping operators are as follows:
- Uncharted 2 - The tonemapper used by Uncharted 2 and currently the default for FSO, as described by original author John Hable here
- ACES - ACES (Academy Color Encoding System) tonemapping operator, default in Unreal Engine 4.
- ACES Approximation - An approximation of ACES tonemapping, developed by Krzysztof Narkowicz. Oversaturates bright colours. Faster.
- Reinhard
- Reinhard-Jodie - Operates on luminance rather than RGB as brightness is perceived differently for each channel.
- Linear - Not recommended
Please enable
ONLY ONE of the optional packages.
This mod can be tacked-on to any other existing mod/TC if you know how. Feel free to try it out with Warmachine, Solaris etc. I'd love to see some screenshots :D.
The code for all of these tonemappers has been cribbed from
https://64.github.io/tonemapping/, many thanks to wookiejedi for the initial work on implementing these shaders.
Future work:- Tease out the default material models used in popular engines/tools, port them to FSO's shader system
- Use Renderdoc and a camera script to generate HDRI environment maps so you can load Freespace environments into your texturing tool of choice.