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This repository has been archived by the owner on Feb 28, 2024. It is now read-only.
Point and projector light colors are not presently being submitted to shaders in the correct color space. As it stands, they are being submitted as if they are already in a linear space when the reality is they are being authored in a non-linear (typically sRGB) color space.
This is important for two reasons: first off, the color you pick in the build floater is not the color that is projected from a given light source in-world. Second: prior to EEP light sources were assumed to be in a non-linear "gamma space" that needed to be transformed into the appropriate linear space for lighting, and were transformed as such in the every frame for every visible light. As a general rule with gamma correct rendering, content authored in one color space should stay in that color space - light colors being no exception.
Attached are some screenshots. From left to right: the current version of EEP in an unmodified form, and a "fixed" version that applies the appropriate transformation on the CPU (and caches it in order to reduce the runtime cost of the old per-frame setup.)
PR incoming.
What were you doing when it happened?
Just checking out EEP. Happened to notice lights were looking a bit weirder than usual.
EEP - Point and projector light colors are not being submitted in the correct color space
Type
Bug
Priority
Unset
Status
Closed
Resolution
Accepted
Labels
whirly-eep
Reporter
Geenz Spad (geenz.spad)
Created at
2019-03-29T17:25:39Z
Updated at
2021-10-28T14:33:38Z
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2019-03-29T19:34:28.251-0500',
"Is there anything you'd like to add?": 'I have this (along with a reflection gamma correction fix) in a repo located here: https://bitbucket.org/Geenz/viewer-eep',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'System': 'SL Viewer',
'Target Viewer Version': 'viewer-development',
'What just happened?': 'Point and projector light colors are not presently being submitted to shaders in the correct color space. As it stands, they are being submitted as if they are already in a linear space when the reality is they are being authored in a non-linear (typically sRGB) color space.\r\n\r\nThis is important for two reasons: first off, the color you pick in the build floater is not the color that is projected from a given light source in-world. Second: prior to EEP light sources were assumed to be in a non-linear "gamma space" that needed to be transformed into the appropriate linear space for lighting, and were transformed as such in the every frame for every visible light. As a general rule with gamma correct rendering, content authored in one color space should stay in that color space - light colors being no exception.\r\n\r\nAttached are some screenshots. From left to right: the current version of EEP in an unmodified form, and a "fixed" version that applies the appropriate transformation on the CPU (and caches it in order to reduce the runtime cost of the old per-frame setup.)\r\n\r\nPR incoming.',
'What were you doing when it happened?': 'Just checking out EEP. Happened to notice lights were looking a bit weirder than usual.',
'What were you expecting to happen instead?': 'Light colors to not be washed out.',
}
The text was updated successfully, but these errors were encountered:
What just happened?
Point and projector light colors are not presently being submitted to shaders in the correct color space. As it stands, they are being submitted as if they are already in a linear space when the reality is they are being authored in a non-linear (typically sRGB) color space.
This is important for two reasons: first off, the color you pick in the build floater is not the color that is projected from a given light source in-world. Second: prior to EEP light sources were assumed to be in a non-linear "gamma space" that needed to be transformed into the appropriate linear space for lighting, and were transformed as such in the every frame for every visible light. As a general rule with gamma correct rendering, content authored in one color space should stay in that color space - light colors being no exception.
Attached are some screenshots. From left to right: the current version of EEP in an unmodified form, and a "fixed" version that applies the appropriate transformation on the CPU (and caches it in order to reduce the runtime cost of the old per-frame setup.)
PR incoming.
What were you doing when it happened?
Just checking out EEP. Happened to notice lights were looking a bit weirder than usual.
What were you expecting to happen instead?
Light colors to not be washed out.
Other information
I have this (along with a reflection gamma correction fix) in a repo located here: https://bitbucket.org/Geenz/viewer-eep
Attachments
Links
Related
Original Jira Fields
The text was updated successfully, but these errors were encountered: