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[Merged by Bors] - Separate PBR and tone mapping into 2 functions #5078
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superdump
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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
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Jun 23, 2022
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? |
@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) |
DGriffin91
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Jun 24, 2022
alice-i-cecile
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Jun 25, 2022
superdump
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Jun 25, 2022
bors r+ |
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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`.
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Separate PBR and tone mapping into 2 functions
[Merged by Bors] - Separate PBR and tone mapping into 2 functions
Jun 26, 2022
inodentry
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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
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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
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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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Labels
A-Rendering
Drawing game state to the screen
C-Usability
A targeted quality-of-life change that makes Bevy easier to use
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Objective
Solution
pbr()
andtone_mapping()
into 2 functions inpbr_functions.wgsl
.