Shader: inverse Bloom and Adaptation

  • rccross
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2 years 4 months ago #1 by rccross Shader: inverse Bloom and Adaptation was created by rccross
I just realized I posted in the wrong section before.

My idea is to improve dark areas and dark nights while keeping the illuminated areas bright in games that are too bright. Also in day scenes it should improve the GI effect by maintaining gray areas (like the grass irradiating a tree) but making dark spots darker like when we look to a bright area and everything else dimms down.

For this I thought first about an inverse adaption, where the screen darkens below a certain threshold, with a limiter to how much it should darken. The problem with this method is that it would also darken bright spots like street lights shining in the middle of the screen, they should look even more brighter and the scene around darker. That's when I thought about inverse bloom.

Inverse bloom should pick a dark area, blur it and be applied with multiply or darken filters. It would make nights and dark corners even darker while maintaining the illuminated areas. It could also have an adaptation tweaker for extra behavior in lit scenes and dark scenes like the size of the bloom and intensity that it darkens.

That all said I don't know if it's a good idea or not and I'm open to suggestions.

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