Skip post processing when tonemapping and camera artifacts are disabled

This commit is contained in:
2023-05-21 00:53:03 +03:00
parent f29cd1b7b8
commit fe87eb96e6

View File

@@ -190,8 +190,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
PostProcessSettings& settings = renderContext.List->Settings;
bool useBloom = EnumHasAnyFlags(view.Flags, ViewFlags::Bloom) && settings.Bloom.Enabled && settings.Bloom.Intensity > 0.0f;
bool useToneMapping = EnumHasAnyFlags(view.Flags, ViewFlags::ToneMapping);
bool useCameraArtifacts = EnumHasAnyFlags(view.Flags, ViewFlags::CameraArtifacts);
bool useToneMapping = EnumHasAnyFlags(view.Flags, ViewFlags::ToneMapping) && settings.ToneMapping.Mode != ToneMappingMode::None;
bool useCameraArtifacts = EnumHasAnyFlags(view.Flags, ViewFlags::CameraArtifacts) && (settings.CameraArtifacts.VignetteIntensity > 0.0f || settings.CameraArtifacts.GrainAmount > 0.0f || settings.CameraArtifacts.ChromaticDistortion > 0.0f || settings.CameraArtifacts.ScreenFadeColor.A > 0.0f);
bool useLensFlares = EnumHasAnyFlags(view.Flags, ViewFlags::LensFlares) && settings.LensFlares.Intensity > 0.0f && useBloom;
// Ensure to have valid data and if at least one effect should be applied