Eye Adaption
- Tojkar
Very nice! Especially the vignette looks great! Could you add them as toggleable additions?brussell wrote:
PureEvilWindom wrote: can this effect combined with vignette ? so if you face bright light you simulate human eyes that half closed to reduce light.
Sure. How about that: i.imgur.com/fJsqNji.gifv
I've also tried to mimic some glare-through-eye lids-effect recently: i.imgur.com/ROF4BEW.gifv
If there's more resonance I will add it.
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- PureEvilWindom
brussell wrote:
PureEvilWindom wrote: can this effect combined with vignette ? so if you face bright light you simulate human eyes that half closed to reduce light.
Sure. How about that: i.imgur.com/fJsqNji.gifv
I've also tried to mimic some glare-through-eye lids-effect recently: i.imgur.com/ROF4BEW.gifv
If there's more resonance I will add it.
Truly amazing thank you so much. Cant wait to try it.
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- brussell
- Topic Author
-better chroma preservation
-smoother color transition with less banding artifacts
-simpler, easier to understand parameters (all of them changed, so your old settings are not working anymore, sorry)
-dedicated contols for shadows, midtones and highlights for brightening/darkening
-new parameter gives control over which screen area to consider for brightness adaption.
-fixed wrong frametime <-> adaption speed dependence
Example Video (with exagerated settings)
The new version should arrive shortly in the official repository (when crosire accepts the pull request).
Other than that you can find it here: github.com/brussell1/Shaders
Hope you like it.
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- Martigen
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- Aelius Maximus
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- brussell
- Topic Author
No.Aelius Maximus wrote: Are any other files required along side it?
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- jas01
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- jas01
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- brussell
- Topic Author
After taking a short glance at the included shaders, it seems that MPC only supports single pass shaders with no possibilty to use extra textures. So I'm not able to port this, sorry.
@all:
I've made some changes and bugfixes recently. So please download again until it arrives in the official repo.
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- jas01
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- kilyan
if it's active it darkens or lighten the image based on the scenery.
Could be more or less the same?
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- Faustus86
Sadly it work's counter intuitive to what i was looking for. Is it possible to "reverse" the effect so that it brightens up on higher luma and darkens on lower luma to emphazise light and dark areas?
I have searched on GitHub for different edit's of this shader but couldn't find this. If it's not possible, could you add a pre-processor option for this?
Maybe even seperate options for lightening and darkening? The adaption work's for me when going from light areas into dark areas. It is just the "Getting blended by the sun" part eye adaption takes away instead of emphazising. Mimicing Auto exposure. Darkening dark areas could be handy too. I have a game that uses global light only and when going into interiors the shadow's don't work at all. Brightening the already light areas up is the opposite of what i try to do.
My idea is to use a combination from MXAO and eye adaption to mimic proper dark areas. Doesn't work out.
Would be awesome!
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- brussell
- Topic Author
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