After spending the past two weeks dealing with color (tonemapping, gamma correction, blending, interpolation, etc) this is the conclusion I have come to.pic.twitter.com/ScuUGliPDe
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Physically Based Rendering is hard to get right. Two very useful resources: 1. Filament: https://google.github.io/filament/Filament.md.html … 2. glTF-Sample-Viewer. Kinda a ref implementation for glTF. https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/master/src/shaders …
For the glTF-Sample-Viewer, bear in mind that it is for webgl, and doesn't support sRGB formats. So it gets sRGB "wrong", but it's the best it can do given the tech. In OpenGL/Vulkan, you should use sRGB formats and not do sRGBToLinear() conversion in the shader.
More Tonemapping: Here is a desmos graph comparing some common tonemap ops. https://www.desmos.com/calculator/8rjrop48io … Additional tonemapping resources referenced in the above link.
Pre-multiplied alpha is mostly easy but just like with color management you have to be careful in the entire pipeline. It also sometimes requires to un-premultiply
If your editor has a color picker and the user selected (1,0,0,0.5), do you assume they are authoring non-pre-multiplied and you do the conversion before going into the shader? PNGs are generally not pre-multiplied, so I guess color pickers also shouldn't be?
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