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[Merged by Bors] - Separate PBR and tone mapping into 2 functions #5078

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cryscan
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@cryscan cryscan commented Jun 23, 2022

Objective

  • Allow custom shaders to reuse the HDR results of PBR.

Solution

  • Separate pbr() and tone_mapping() into 2 functions in pbr_functions.wgsl.

@superdump superdump added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen C-Usability A targeted quality-of-life change that makes Bevy easier to use labels Jun 23, 2022
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I hadn't done this as tonemapping is going to be separated out fully shortly and so it would be done as part of that. I think @cart was looking into that?

@DGriffin91
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@superdump I think this would be useful in the meantime. It would allow for people to implement their own tonemapping, or bypass it completely. (which I need to do for creating environment maps)

@alice-i-cecile alice-i-cecile removed the C-Feature A new feature, making something new possible label Jun 25, 2022
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bors r+

bors bot pushed a commit that referenced this pull request Jun 26, 2022
# Objective

- Allow custom shaders to reuse the HDR results of PBR.

## Solution

- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
@bors bors bot changed the title Separate PBR and tone mapping into 2 functions [Merged by Bors] - Separate PBR and tone mapping into 2 functions Jun 26, 2022
@bors bors bot closed this Jun 26, 2022
inodentry pushed a commit to IyesGames/bevy that referenced this pull request Aug 8, 2022
# Objective

- Allow custom shaders to reuse the HDR results of PBR.

## Solution

- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
james7132 pushed a commit to james7132/bevy that referenced this pull request Oct 28, 2022
# Objective

- Allow custom shaders to reuse the HDR results of PBR.

## Solution

- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
ItsDoot pushed a commit to ItsDoot/bevy that referenced this pull request Feb 1, 2023
# Objective

- Allow custom shaders to reuse the HDR results of PBR.

## Solution

- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
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4 participants