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Details to be figured out, but based on something equivalent to 3D LUT texture.
This could be done either inlined in the shaders, or as a post-processing.
The text was updated successfully, but these errors were encountered:
Inlined in a shader would be faster on mobile, as any post-process on mobile leads to an extra few ms overheads due to mobile GPUs.
Also inline will allow to control it per material and per mesh, just like with tone mapping and gamma correction currently.
perhaps we implement support for .CUBE format LUTs, which is the most common color grading format, used by Video Editing Software. Easy to parse. Represents a cube texture, easy to parse. Example attached.
Details to be figured out, but based on something equivalent to 3D LUT texture.
This could be done either inlined in the shaders, or as a post-processing.
The text was updated successfully, but these errors were encountered: