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Fix HDR texture support in volumetric light scattering - #19036
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Popov72
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Approve. The optional trailing texture-type parameter preserves the existing default and reaches both render targets. The complete review found no actionable issues in the HDR allocation, shader sampling, lifecycle or existing caller paths. CI is running; no CI definitions or binary assets are changed.
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🟢 Memory Leak Test Results4 passed, 0 leaked out of 4 scenarios 🟢 All memory leak tests passed — no leaks detected. Passed Scenarios (4)
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Visualization tests for WebGPU |
⚡ Performance Test Results🟢 All performance tests passed — no regressions detected. |
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Thanks @deltakosh would it be possible to run again the CI? Seems is was caught in a flake and can't be merged until it's green again 🤔 |
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/azp run |
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Azure Pipelines successfully started running 1 pipeline(s). |
🟢 Memory Leak Test Results4 passed, 0 leaked out of 4 scenarios 🟢 All memory leak tests passed — no leaks detected. Passed Scenarios (4)
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Visualization tests for WebGPU |
⚡ Performance Test Results🟢 All performance tests passed — no regressions detected. |
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WebGL2 visualization test reporter: |
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An audio unit test seems to timeout, seems unlikely to be caused by this PR's diff |
Hey there!
I noticed
VolumetricLightScatteringPostProcessdoes not allow to change its internal texture format, forcing unsigned byte.This is a problem for an HDR pipelines since it will result in white clipping.
I am adding a new an optional
textureTypeconstructor parameter and forwards it to both render targets to make it changeable. The default is stillConstants.TEXTURETYPE_UNSIGNED_BYTE.Let me know if that works for you!
Validation:
(4, 2, 0.5), scattering RGB(8, 4, 1), exposure1and weight0, half-float preserves both inputs and produces approximately(7.602, 3.801, 0.950)as expected. Unsigned-byte textures clip both inputs and produce(1.5, 1.5, 0.952).Prepared with assistance from OpenAI Codex.