So imagine you're using some shaders that are affected by brightness. Bloom that makes whites whiter, flares that flare the same whites, and bokeh DOF that only bokehs the bright spots. Sooner or later, you're gonna encounter some problems. Namely, that in games with day-night cycles, and games that can be both very dark and very bright, the effects will look good in one situation and bad in another. Perhaps it's bad enough that you'll end up fiddling around with the settings for 5 minutes everytime you change between day and night, or between one scene and another.
So wouldn't it be wonderful if there were some sort of shader that scans the image and adjusts the strength of the other shaders accordingly? That "some sort of shader" could very probably tell a dark scene from a light scene, because it could run through every pixel on the screen, see what the average brightness of the pixels is, and figure that the brighter the image is, the weaker the effects should be?
Please let me know if it's doable, because it'd be somewhat of a lifesaver.
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Brightness dependent effects? 2 years 7 months ago #2