HDR-style Alien Flashlight
DarkOmen
Join Date: 2002-11-05 Member: 7148Members
The alien flashlight, much like night vision of sorts, cumulatively adds brightness to everything on screen. That added brightness is always fixed, either along with or by the overlay presented on-screen when it is used.
I propose a purely shader-derived method be used instead:
1. We take the average brightness of the all pixels in the scene and store it.
2. Every pixel on screen is then multiplied by a factor, larger than one when above the average brightness, or less than one when below, increasing contrast while using the average scene brightness as a pivot.
3. Apply a function in the form of a hyperbola to ramp up brightness around the average luminosity.
As a result:
- Darker scenes with less contrast will appear more defined, and brighter, with a self-adapting formula as the player moves from room to room.
- The effect is thrown off when a very bright object enters into view; making dark objects appear even darker.
- Very bright scenes will appear as a blinding bloom of white to the player.
An added bonus:
4. If the average scene luminosity is below a constant amount, sharpen the entire screen. If it is above that constant amount, blur the entire screen.
I propose a purely shader-derived method be used instead:
1. We take the average brightness of the all pixels in the scene and store it.
2. Every pixel on screen is then multiplied by a factor, larger than one when above the average brightness, or less than one when below, increasing contrast while using the average scene brightness as a pivot.
3. Apply a function in the form of a hyperbola to ramp up brightness around the average luminosity.
As a result:
- Darker scenes with less contrast will appear more defined, and brighter, with a self-adapting formula as the player moves from room to room.
- The effect is thrown off when a very bright object enters into view; making dark objects appear even darker.
- Very bright scenes will appear as a blinding bloom of white to the player.
An added bonus:
4. If the average scene luminosity is below a constant amount, sharpen the entire screen. If it is above that constant amount, blur the entire screen.
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