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Exposure is not the same in the panorama mode


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  • 3 weeks later...

Exposure (and all post-processing effects such SSR, SSAO) will work incorrectly with mutli-viewport configurations. To fix this you will have to use static exposure mode, not dynamic.

How to switch it to static exposure mode?

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Are you sure this is still the case, silent? I see viewport-independent luminance textures being used in the source. As far as I can tell, each viewport will now render its brightness based on the independent characteristics of that viewport's pixels. This is in contrast to what previously existed where the same static luminance textures were reused across all viewports, effectively having them be overwritten with the wrong viewport's values and thus causing bad shader input as a result.

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