Another shading experiment:
Tried to swicth rendering to linear color space.
All input values are converted to linear color space, and after all caculations in shaders are done, outputs returned to sRGB in post-processing shader.
So, here's result:
Old sRGB gamma rendering :
Linear rendering:
If someone interested in using this, here's zip with shaders. Just drop these files in shaders folder and switch on post processing shader in game options. https://www.lfs.net/attachment/135759
Warning: Shaders was written in a dirty way, and contains a lot of pow() functions, which pretty heavy for computing. There also a lot pop up warnings in console, and on old tracks lighting may look pretty weird because it's not calibrated for linear rendering.
Stunning !
I knew linear color space would be a nice addition to LFS, but just looking at this start, I'm totally convinced that it's the way to go ! But for a fully realistic effect, we need to check everything in the pipeline (shaders but also textures) to get the most accurate result.
I tried it in game and overall it seems to have a bit too much contrast. But when I compare it with the original shaders, the linear version definitely has got something that makes it look a bit more natural. The current shader looks so flat now
It's a good start though! And as nacim said, the textures might need some adjustment, now they look a bit dark with too much contrast - especially the interiors.
Indeed. To make it work correctly, 2 things needs to be done.
First, adjust all textures for linear color space. Not impossible, just some routine work.
And second, and most important - somehow readjust and recalibrate all baked lighting. If this can be done, all shadows and highlights will have more natural look.
Took some screenshots. With theses new shaders, we can clearly see the lack of reflected objects on the car, there is only fences and tree that are really close to the car. That's too bad, I was hyped for a new one pass rendering technique to do full sphere mapping on DX9, but this is just wrong I'd say, it's still as unrealistic as before on covered areas of the track (on RO for example, with bleachers not displayed on reflections).
I hope Scawen will not wait too long before adding way more displayed objects and field of view, but I've read today that is was on his #1 priority before Rockingham, so let's hope it will be on the first 2016 test patch.
Hello, I modified the "postprocess" file a bit
it is not a big thing, but I see it a little better than the original.
I could not lower the intensity of the colors, but now it does not hurt my eyes
You know... Place "PostProcess.psh" file in the "LFS / Data / Shaders" folder
Rename the original file before copying this, to have it as a backup.
-- Obviously this only works with the "post processing shader" enabled in the options --
It's not perfect, for example dyanamic trees and tires still uses the old fog, but I'll try to get it fixed when I can. It already includes Keiichi's linear color space shader. Don't mind the bloom and vignetting, it's my Reshade preset. I can share it when it's finished. Enjoy
DOWNLOAD
(extract the content of the folder in your LFS folder -> data/shader/ and replace all)