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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior
Description
Bevy version
Bevy 0.9
What you did
Run the 3d_scene example.
What went wrong
Noise introduced by deband dithering appears to be higher intensity than intended in dark regions.
Additional information
Deband dithering is only supposed to add noise within +/- step of a u8 color channel (1/256).
My hypothesis for the cause:
- Because the target buffer is converted to sRGB automatically, we have to output our debanding result in linear space.
- To do end up with only +/- one step of noise, we need to apply our gamma correction, apply noise, then invert the gamma.
- However, we use an estimate of the sRGB gamma transform
pow(output_rgb.rgb, vec3<f32>(1.0 / 2.2));which is not accurate for darker values.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behavior
