fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour
Fix round from Opus review of 87677f9c (APPROVE WITH FIXES):
1. (A1/A3) Hardened the atmospheric_filmic.frag / atmospheric_bloom_
downsample.frag shader-source pinning test: asserts the exact decode
call count (6 - three in lowFusedScene, three in main's non-fused
branch), that the 2.2 display-gamma exponent and 1/2.2 inverse in
atmospheric_common.glsl are formatted FROM AtmosphericColorPipeline
.DisplayGamma (so shader literal and CPU-tested value cannot drift),
that the 0.18 contrast pivot in atmospheric_filmic.frag is formatted
from AtmosphericColorPipeline.LinearMidGrey, and pins
AtmosphericPostProcessGraph.BloomKneeLinear/BloomThresholdLinear as
exact literals (0.73f / 1f). Also removed a stray trailing "()" from
an existing comment in atmospheric_filmic.frag that was inflating the
decode-call count to 7.
2. (B1) Re-derived the "vignette-strength" default for the linear-light
post stack. The vignette multiply now happens on linear colour before
the final encode, so a corner factor of (1 - strength) displays as
(1 - strength)^(1/2.2), not (1 - strength) directly. The accepted
look was strength 0.12 under the OLD gamma-space pipeline: a 12%
on-screen corner darkening. Under strength 0.12 in the new linear
pipeline that same 0.88 corner multiplier would only display as
0.88^(1/2.2) ~= 0.9435 (5.6% darkening - visibly weaker). Solving
(1 - strength)^(1/2.2) = 0.88 gives strength = 1 - 0.88^2.2 ~= 0.245,
which reproduces the accepted 12% corner darkening. Since
RenderPackSettingValueCodec requires every declared default to be
step-aligned from the minimum and 0.245 is not a multiple of the old
0.01 step, the step also moves to 0.005 (a finer slider, not
coarser) so the exact derived default is a valid grid point -
verified by running the ExternalTierTwoPackCanRenameEveryOwnedId
AndShaderAsset validation test, which failed with "invalid default
value" before this correction. Also updated the matching fallback in
AtmosphericPostProcessGraph.FromDescriptor (0.12f -> 0.245f) for
consistency, and added
AtmosphericColorPipelineTests.VignetteDefaultReproducesTheAccepted
TwelvePercentCornerDarkening pinning encode(1-0.245) ~= 0.88.
3. (A4) Renamed VolumetricShaftFrameParameters.LinearSunColor ->
AuthoredSunColor in VolumetricShaftQuality.cs (internal, 2 references,
both in that file - safe). Left LightSource.ColorLinear unrenamed:
grep shows 13 files depend on it (GlobalLightPacker, SceneLightingUbo,
LightBake, LightManager, EnvCellRenderer, RenderingDiagnostics, and
several Core tests) across the shared retail default-path lighting
UBO pipeline - renaming it is out of VM3's pack-only scope and would
touch the mandatory-unchanged default path. Added a pointer comment
on the field in LightSource.cs (and a one-line note at its
WorldRenderFrameBuilder.cs call site) documenting the same
display-space-not-linear fact and explaining why the rename is
deferred to its own default-path colour-space pass.
4. (B4) Added a citation beside acesFitted in both atmospheric_filmic
.frag and its C# mirror (AtmosphericColorPipeline.AcesFitted):
Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016). The fit
takes linear scene light in and returns linear display light in
[0,1] - it does not itself gamma-encode. Evidence: acesFitted(0.80 *
decode(0.46)) = 0.2064 un-encoded versus the accepted 0.51 on screen.
5. (B2) Rewrote the VM3 section of docs/plans/2026-08-22-visualmaster-
campaign.md with the shipped truth in place of the pre-implementation
guess: exposure stays 0.80 (at exposure 1.0 the linear pipeline maps
gamma-0.5 to 0.6017, essentially the same 0.6163 the owner called too
bright), bloom threshold stays 1.0 (a fixed point of both exponents),
knee moves 0.45 -> 0.73, vignette-strength moves 0.12 -> 0.245. Added
the old-vs-new curve table at exposure 0.80 across ten gamma inputs.
Replaced the acceptance criteria's "new automated test on the
recording RHI" with the CPU mirror + shader-source pins actually
used, and recorded that the real-frame masked capture WAS run
(retail vs High-with-every-effect-neutral, artifacts/vm3):
independently re-verified by re-running the pixel diff against the
checked-in screenshots - 110,561 px at |delta|=1 and exactly 95
pixels at |delta|>=5, confined to foliage-canopy silhouette edges
against sky with nothing on any ground/building/water surface. Noted
the Stage-1 luminance table re-capture is still owed at the owner
gate.
6. (B3) Corrected docs/plans/2026-08-21-atmospheric-rendering.md's VM3
summary sentence: the bloom intermediate is already linear after
extraction (no separate "bloom read" decode), and the neutral-preset
claim is now phrased as a measured numerical identity (<=1 LSB on a
real frame) rather than an unqualified "is" statement.
7. (A5) Corrected toolchain attribution: tools/compile-shaders.ps1 used
the managed Silk.NET.Shaderc path (shaderc_shared.dll) to compile in
both this round and the original VM3 commit - a Vulkan SDK glslc was
detected and its path recorded, but the managed compiler is what
actually ran. Regenerating this round only changed the atmospheric_
filmic frag stage's manifest hash (comment-only edits); the compiled
.spv bytes are unchanged, and every retail-oracle shader
(mesh_modern, terrain_modern, mesh_detail, etc.) remains untouched.
8. Replaced an invented motive in the atmospheric_filmic.frag contrast-
pivot comment ("rounded up for a stronger gamma-space contrast
feel") with the actual reason: the previous 0.5 was simply the [0,1]
midpoint of the standard contrast formula, not a deliberately chosen
value; in linear the perceptual mid-grey is 0.18.
Verify: Release build 0 warnings / 0 errors. App hermetic-filter tests:
5970 passed / 0 failed / 0 skipped. VulkanShaderManifestTests: 7/7 pass
(retail-oracle SPIR-V byte-identical; only the atmospheric_filmic frag
manifest hash changed, no .spv bytes changed).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
87677f9c4f
commit
51178f7c77
12 changed files with 151 additions and 21 deletions
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@ -575,9 +575,12 @@ no clipping, haloing at the world/UI edge, stale frame, or resource leak; the
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slice meets its preset GPU/VRAM budget.
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Campaign VM VM3 (2026-08-22) moved the post stack to linear light: every
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world/ray/volumetric/bloom read is decoded with the 2.2 display assumption,
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tonemap/grade/vignette run in linear, and the result is re-encoded; the
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neutral preset is numerically the pack-off image.
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world/ray/volumetric read is decoded with the 2.2 display assumption; the
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bloom intermediate is already linear (decoded once at extraction, so
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downstream blur/composite reads need no further decode). Tonemap/grade/
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vignette run in linear and the result is re-encoded; the post stack's
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neutral settings are a numerical identity (measured on a real frame at
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Campaign VM VM3: ≤1 LSB).
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### Slice 2 — Tier-1 screen-space sun rays
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@ -210,13 +210,55 @@ compensation.
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vignette 0) — the existing "every effect can be set to neutral" acceptance
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now actually holds numerically, and is asserted by a test.
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- Opinionated defaults (what the owner accepted at 0.80 exposure) are
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re-derived in linear and presented for the visual gate; expect exposure to
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return to ~1.0 and the bloom threshold to move up.
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re-derived in linear and presented for the visual gate. **Shipped truth
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(not the pre-implementation guess above):** exposure stays at **0.80** —
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at exposure 1.0 the linear pipeline maps gamma-0.5 to 0.6017, essentially
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the same 0.6163 the owner called too bright under the old gamma-space
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pipeline, so 1.0 reproduces the rejected look, not a corrected one. The
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bloom **threshold stays 1.0** (a fixed point of both `pow(x,2.2)` and
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`pow(x,1/2.2)` — 1.0 decodes and encodes to 1.0), while the **knee moves
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0.45 → 0.73** (`AtmosphericPostProcessGraph.BloomKneeLinear`) and
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**vignette-strength moves 0.12 → 0.245** (re-derived so the same accepted
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12% corner darkening survives the encode step). See
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`AtmosphericColorPipelineTests` for the pinned numbers behind each of
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these.
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**Acceptance:** neutral preset ≡ pack-off within tolerance (new automated
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test on the recording RHI plus VM0's masked tool on a real capture); Stage-1
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luminance table re-captured; owner visual gate: "same look as accepted, no
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clipping, highlights roll off". Budget unchanged (two `pow` per pixel).
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Old-vs-new curve at the shipped exposure 0.80 (gamma input →
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old-pipeline display value / new-pipeline display value; filmic
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strength 1, saturation/contrast 1, no vignette — i.e. `acesFitted`
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applied directly to the gamma value versus `encode(acesFitted(0.80 *
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decode(g)))`):
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| gamma in | old display | new display |
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|---:|---:|---:|
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| 0.05 | 0.031 | 0.023 |
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| 0.10 | 0.091 | 0.052 |
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| 0.15 | 0.162 | 0.091 |
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| 0.20 | 0.233 | 0.140 |
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| 0.30 | 0.360 | 0.265 |
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| 0.46 | 0.511 | 0.488 |
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| 0.50 | 0.541 | 0.539 |
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| 0.70 | 0.652 | 0.735 |
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| 0.90 | 0.725 | 0.845 |
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| 1.00 | 0.752 | 0.879 |
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Shadows deepen slightly (0.05–0.30 gamma read darker), the crossover sits
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near gamma 0.5 (old and new agree almost exactly there — expected, since
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that is close to the 0.46 midtone the exposure was tuned against), and
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highlights above roughly gamma 0.5 now read brighter instead of
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compressing toward ACES's ~0.75 ceiling.
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**Acceptance:** neutral preset ≡ pack-off within tolerance — proved by the
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CPU mirror `AtmosphericColorPipeline` (`AtmosphericColorPipelineTests`,
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half-an-8-bit-step identity over a 0..255 grey sweep) plus shader-source
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pins (`AtmosphericPostProcessGraphTests`) guarding the decode/encode call
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sites against silent removal. The real-frame masked capture **was run**
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(retail vs High-with-every-effect-neutral, `artifacts/vm3`): 110,561 px at
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`|Δ|=1` (float/pow round-trip noise, sub-visible) and 95 isolated
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foliage-edge pixels at `|Δ|≥5`, nothing on any ground/building/water
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surface. Stage-1's luminance table re-capture is still **owed** at the
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owner gate; owner visual gate: "same look as accepted, no clipping,
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highlights roll off". Budget unchanged (two `pow` per pixel).
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## VM4 — Truthful documents (F5)
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@ -45,7 +45,15 @@ internal static class AtmosphericColorPipeline
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internal static Vector3 Encode(Vector3 c) =>
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Pow(Vector3.Max(c, Vector3.Zero), 1f / DisplayGamma);
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/// <summary>Mirrors <c>acesFitted</c> (Narkowicz fit) in atmospheric_filmic.frag.</summary>
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/// <summary>
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/// Mirrors <c>acesFitted</c> (Narkowicz fit) in atmospheric_filmic.frag.
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/// Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016 blog
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/// post). The fit takes LINEAR scene light in and returns LINEAR
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/// display light in [0,1] — it does not itself gamma-encode; callers
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/// must decode their input and encode the final output. Evidence it is
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/// not already encoded: <c>AcesFitted(0.80 * Decode(0.46))</c> is
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/// 0.2064 un-encoded, versus the accepted 0.51 on screen.
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/// </summary>
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internal static Vector3 AcesFitted(Vector3 value)
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{
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const float a = 2.51f;
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@ -40,7 +40,7 @@ internal readonly record struct AtmosphericPostProcessSettings(
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.Exposure, 1f),
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.GradeSaturation, 1f),
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.GradeContrast, 1f),
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.VignetteStrength, 0.12f),
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.VignetteStrength, 0.245f),
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Read(descriptor, preset, userSettingOverrides, RenderSettingSemantic.SunRayStrength, 0.55f));
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}
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@ -268,8 +268,25 @@ internal static class BuiltInAtmosphericRenderPack
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1.0, 0, 2, 0.05),
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Float("grade-contrast", "Colour contrast", RenderSettingSemantic.GradeContrast,
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1.0, 0.5, 2, 0.05),
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// Campaign VM VM3: re-derived for the linear-light post stack. The
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// vignette multiply now happens on linear colour before the final
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// encode, so a corner factor of (1 - strength) displays as
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// (1 - strength)^(1/2.2), not (1 - strength). The accepted look was
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// strength 0.12 under the OLD gamma-space pipeline: a corner
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// multiplied directly by 0.88, i.e. a 12% on-screen darkening. Under
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// strength 0.12 in linear that same 0.88 would display as
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// 0.88^(1/2.2) ~= 0.9435 — only a 5.6% darkening, visibly weaker.
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// Solving (1 - strength)^(1/2.2) = 0.88 for strength gives
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// strength = 1 - 0.88^2.2 ~= 0.245, which reproduces the accepted
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// 12% corner darkening on screen (see
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// AtmosphericColorPipelineTests for the pinned encode(1-0.245)~=0.88
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// check). Step moves 0.01 -> 0.005 so the exact derived default
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// lands on the settings grid (RenderPackSettingValueCodec requires
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// every declared default to be step-aligned from the minimum;
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// 0.245 / 0.01 is not integral, 0.245 / 0.005 = 49 is) — a finer
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// slider, not a coarser one.
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Float("vignette-strength", "Vignette strength", RenderSettingSemantic.VignetteStrength,
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0.12, 0, 1, 0.01),
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0.245, 0, 1, 0.005),
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Float("sun-ray-strength", "Sun-ray strength", RenderSettingSemantic.SunRayStrength,
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0.55, 0, 2, 0.05),
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Float("sun-shadow-strength", "Directional-shadow strength",
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@ -5,6 +5,13 @@ layout(location = 0) out vec4 oColor;
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#include "atmospheric_common.glsl"
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// Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016 blog post).
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// The fit takes LINEAR scene light in and returns LINEAR display light in
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// [0,1] — it does not itself gamma-encode, so callers must decode their
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// input (acdreamDecodeDisplay) and encode the final output
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// (acdreamEncodeDisplay). Evidence it is not already encoded:
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// acesFitted(0.80 * decode(0.46)) = 0.2064 un-encoded, versus the accepted
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// 0.51 on screen (see AtmosphericColorPipelineTests for the pinned numbers).
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vec3 acesFitted(vec3 value)
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{
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const float a = 2.51;
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@ -88,10 +95,9 @@ void main()
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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color = mix(vec3(luminance), color, uPackParams0.y);
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// 0.18 is linear mid-grey (the standard 18%-grey-card exposure
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// convention; retail's old 0.5 pivot was the gamma-encoded value for
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// this same grey, pow(0.18, 1/2.2) ~= 0.459, rounded up for a stronger
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// gamma-space contrast feel). Contrast now pivots around the correct
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// linear grey point.
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// convention); the previous 0.5 was the [0,1] midpoint of the standard
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// contrast formula — in linear the perceptual mid-grey is 0.18, not 0.5.
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// Contrast now pivots around the correct linear grey point.
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const float LinearMidGrey = 0.18;
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color = (color - LinearMidGrey) * uPackParams0.z + LinearMidGrey;
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@ -99,6 +105,6 @@ void main()
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float vignette = smoothstep(1.25, 0.25, dot(centered, centered));
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color *= mix(1.0, vignette, clamp(uPackParams0.w, 0.0, 1.0));
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// Campaign VM VM3: clamp in linear light, then re-encode for the UNORM
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// swapchain — the counterpart of the acdreamDecodeDisplay() calls above.
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// swapchain — the counterpart of the acdreamDecodeDisplay calls above.
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oColor = vec4(acdreamEncodeDisplay(clamp(color, 0.0, 1.0)), 1.0);
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}
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@ -44,7 +44,7 @@
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},
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{
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"stage": "frag",
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"sourceSha256": "a08a297de0736e1798b7ea492c26de0fbdc509759a0423ae76260ac0c7d4a9ee",
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"sourceSha256": "dfc11d59f71d65efe650bcfa3434777cbcfe3358f5be38bf392f51b2bd2561b3",
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"compiled": true
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}
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]
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@ -45,7 +45,7 @@ internal readonly record struct VolumetricShaftFrameParameters(
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int RayMarchSteps,
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float Density,
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float Strength,
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Vector3 LinearSunColor)
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Vector3 AuthoredSunColor)
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{
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internal static VolumetricShaftFrameParameters Disabled =>
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new(false, 0f, 0, 0f, 0f, Vector3.Zero);
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@ -105,7 +105,7 @@ internal static class VolumetricShaftPolicy
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quality.RayMarchSteps,
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Density: 0.035f * strength,
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Strength: strength,
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LinearSunColor: color);
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AuthoredSunColor: color);
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}
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private static float SmoothStep(float minimum, float maximum, float value)
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@ -561,6 +561,10 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
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{
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Kind = LightKind.Directional,
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WorldForward = sunToWorld,
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// keyframe.SunColor is retail's authored display-space colour;
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// LightSource.ColorLinear is misleadingly named — see the note
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// on that field (Campaign VM VM3 review item A4) for why it is
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// left unrenamed here.
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ColorLinear = keyframe.SunColor,
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Intensity = 1f,
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Range = 1f,
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@ -41,7 +41,19 @@ public sealed class LightSource
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public LightKind Kind;
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public Vector3 WorldPosition;
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public Vector3 WorldForward; // for Spot/Directional
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public Vector3 ColorLinear = Vector3.One; // R,G,B in [0,1], pre-brightness
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// R,G,B in [0,1], pre-brightness. NOTE (Campaign VM VM3, 2026-08-22
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// review item A4): despite the name, this is retail's authored
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// DISPLAY-space colour, not linear light — the 2013 client has no
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// linear lighting pipeline (see atmospheric_common.glsl's
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// acdreamDecodeDisplay/acdreamEncodeDisplay and the "Colour space"
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// section of docs/render-packs/semantic-bindings-v1.md for the same
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// fact on the pack side). Left unrenamed here: this field feeds the
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// retail default-path lighting UBO (GlobalLightPacker, SceneLightingUbo,
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// LightBake, LightManager, EnvCellRenderer) across ~13 files, and Campaign
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// VM VM3 is scoped to pack-on shaders/code only — the retail default
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// path must not change. A future default-path colour-space pass should
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// rename this to ColorDisplay (or equivalent) in its own reviewed change.
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public Vector3 ColorLinear = Vector3.One;
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public float Intensity = 1f;
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public float Range = 10f; // metres, hard cutoff
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public float ConeAngle = 0f; // radians, Spot only
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@ -140,4 +140,21 @@ public sealed class AtmosphericColorPipelineTests
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Assert.Equal(AtmosphericPostProcessGraph.BloomKneeLinear, derivedKnee, 2);
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Assert.Equal(1f, AtmosphericPostProcessGraph.BloomThresholdLinear);
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}
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[Fact]
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public void VignetteDefaultReproducesTheAcceptedTwelvePercentCornerDarkening()
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{
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// BuiltInAtmosphericRenderPack's "vignette-strength" default is
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// 0.245 = 1 - 0.88^2.2, chosen so the corner's linear multiplier
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// (1 - strength) encodes back to the accepted 0.88 (a 12% on-screen
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// darkening) instead of the weaker 0.88^(1/2.2) ~= 0.9435 a
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// strength of 0.12 would now produce. See the "vignette-strength"
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// comment in BuiltInAtmosphericRenderPack.cs for the full
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// derivation.
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const float VignetteStrengthDefault = 0.245f;
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float cornerMultiplier = 1f - VignetteStrengthDefault;
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Vector3 displayed = AtmosphericColorPipeline.Encode(
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new Vector3(cornerMultiplier, cornerMultiplier, cornerMultiplier));
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Assert.InRange(displayed.X, 0.88f - 0.005f, 0.88f + 0.005f);
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}
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}
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@ -1,3 +1,4 @@
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using System.Globalization;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.App.Plugins;
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@ -1180,6 +1181,7 @@ public sealed class AtmosphericPostProcessGraphTests
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"AcDream.App",
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"Rendering",
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"Shaders");
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string common = File.ReadAllText(Path.Combine(shaderRoot, "atmospheric_common.glsl"));
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string filmic = File.ReadAllText(Path.Combine(shaderRoot, "atmospheric_filmic.frag"));
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string downsample = File.ReadAllText(
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Path.Combine(shaderRoot, "atmospheric_bloom_downsample.frag"));
|
||||
|
|
@ -1193,10 +1195,29 @@ public sealed class AtmosphericPostProcessGraphTests
|
|||
filmic,
|
||||
StringComparison.Ordinal);
|
||||
|
||||
// Three in lowFusedScene (A/B/C) plus three in main's non-fused
|
||||
// branch (A/C/D — sampleBloom's B is already linear).
|
||||
Assert.Equal(6, CountOccurrences(filmic, "acdreamDecodeDisplay("));
|
||||
|
||||
int decodesInDownsample = CountOccurrences(downsample, "acdreamDecodeDisplay(");
|
||||
Assert.True(
|
||||
decodesInDownsample >= 3,
|
||||
$"expected at least 3 acdreamDecodeDisplay( calls in atmospheric_bloom_downsample.frag, found {decodesInDownsample}");
|
||||
|
||||
// The contrast pivot and the decode/encode exponent are formatted
|
||||
// from the C# mirror's own constants so the shader literal and the
|
||||
// CPU-tested value cannot silently drift apart.
|
||||
string gamma = AtmosphericColorPipeline.DisplayGamma.ToString(CultureInfo.InvariantCulture);
|
||||
Assert.Contains($"vec3({gamma})", common, StringComparison.Ordinal);
|
||||
Assert.Contains($"vec3(1.0 / {gamma})", common, StringComparison.Ordinal);
|
||||
string pivot = AtmosphericColorPipeline.LinearMidGrey.ToString(CultureInfo.InvariantCulture);
|
||||
Assert.Contains($"const float LinearMidGrey = {pivot}", filmic, StringComparison.Ordinal);
|
||||
|
||||
// The linear bloom threshold/knee the graph writes into Params0/2 are
|
||||
// pinned by their exact literal values here too (AtmosphericColorPipelineTests
|
||||
// separately proves they derive correctly from the pre-VM3 gamma pair).
|
||||
Assert.Equal(0.73f, AtmosphericPostProcessGraph.BloomKneeLinear);
|
||||
Assert.Equal(1f, AtmosphericPostProcessGraph.BloomThresholdLinear);
|
||||
}
|
||||
|
||||
private static int CountOccurrences(string haystack, string needle)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue