Add GammaColorSpace to Graphics for simplicity
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@@ -27,6 +27,7 @@ Quality Graphics::GlobalSDFQuality = Quality::High;
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Quality Graphics::GIQuality = Quality::High;
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bool Graphics::GICascadesBlending = false;
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PostProcessSettings Graphics::PostProcessSettings;
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bool Graphics::GammaColorSpace = true;
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bool Graphics::SpreadWorkload = true;
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bool Graphics::PostProcessing::ColorGradingVolumeLUT = true;
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@@ -73,6 +74,7 @@ void GraphicsSettings::Apply()
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Graphics::GICascadesBlending = GICascadesBlending;
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Graphics::PostProcessSettings = ::PostProcessSettings();
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Graphics::PostProcessSettings.BlendWith(PostProcessSettings, 1.0f);
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Graphics::GammaColorSpace = GammaColorSpace;
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#if !USE_EDITOR // OptionsModule handles fallback fonts in Editor
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Font::FallbackFonts = FallbackFonts;
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#endif
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@@ -78,6 +78,12 @@ public:
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/// </summary>
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API_FIELD() static PostProcessSettings PostProcessSettings;
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/// <summary>
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/// Enables Gamma color space workflow (instead of Linear). Gamma color space defines colors with an applied a gamma curve (sRGB) so they are perceptually linear.
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/// This makes sense when the output of the rendering represent final color values that will be presented to a non-HDR screen.
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/// </summary>
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API_FIELD(ReadOnly) static bool GammaColorSpace;
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public:
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/// <summary>
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/// Debug utility to toggle graphics workloads amortization over several frames by systems such as shadows mapping, global illumination or surface atlas. Can be used to test performance in the worst-case scenario (eg. camera-cut).
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