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conversion to scRGB was happening twice in CompositeUIPixelShader: once during the LUT, and once during ST2084ToScRGB. We now rely only on the LUT to put us to the correct color space, just like we do during tonemapping Make sure to use rec709 instead of rec2020 in editor, since this is the color space that is used by scRGB (PF_FloatRGBA backbuffer format) Fixed UI composition to properly composite HDR elements (like the viewport) with the rest of the UI: we draw a black, 0-alpha rectangle as a proxy in the SDR pass for HDR elements, and we draw the HDR elements in their own rendertargets #preflight 6266e5285037f70ba0f3939b #jira UE-148996 #rb eric.renaudhoude Rod.Bogart vincent.gauthier [CL 19918995 by benjamin rouveyrol in ue5-main branch]