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{{Orphan|date=November 2024}}
{{DISPLAYTITLE:sRGB}}
{{DISPLAYTITLE:sRGB}}


[[Image:SRGB-compare.jpg|right|Xbox 360 vs. PC colour space comparison]]


See [[Wikipedia:sRGB]]. In the context of Source, it is probably referring to the differences in colour space values between the video output of a PC and the {{360|1}} along with other consoles, which can result in washed-out/over-saturated colours if not accounted for.


It can be ignored unless you're developing for the {{360|1}} or in other game consoles..
'''sRGB''' is a standardized color space for use with monitors, printers, and the internet.
It is supported by [[OpenGL]] and [[Direct3D]].
 
== Source ==
[[File:SRGB-compare.jpg|right|Xbox 360 vs. PC colour space comparison]]
 
The <code>r_shader_srgb</code> [[ConVar]] determines whether sRGB conversion is done through hardware or through software.
* -1: Use hardware cap{{clarify}}
* 0: Use hardware sRGB conversion (Default)
* 1: Use software sRGB conversion
{{Note|The {{360|2}} will always use hardware conversion.}}
 
There is also a [[Material_optimization#Conditional_Fallbacks|fallback shader]] <code>srgb</code> that can be used in [[VMT]]s to detect whether or not conversion is actually being done through hardware.
{{Expand|
<br>{{path|hl2\materials\dev\dev_combinemonitor_3.vmt}}
"Unlittwotexture"
//"UnlitGeneric"
{
"$basetexture" "_rt_Camera"
"%tooltexture" "dev/dev_monitor"
"$surfaceprop" "glass"
"$additive" "1"
// "$texture2" "models/props_combine/shieldwall_tint"
"$texture2" "dev/dev_combinescanline"
// "$texture2" "engine/camerarendertarget"
//"'''srgb'''?$alpha" "1.3"
"'''srgb'''?$color2" "[2.5 2.5 2.5]"
"Proxies"
{
"Sine"
{
"resultVar" "$color[0]"
"sineperiod" .1
"sinemin" .4
"sinemax" .41
}
"Sine"
{
"resultVar" "$color[1]"
"sineperiod" .1
"sinemin" .4
"sinemax" .41
  }
"Sine"
{
"resultVar" "$color[2]"
"sineperiod" .1
"sinemin" .4
"sinemax" .41
}
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" .06
"texturescrollangle" -90
}
}
}
|title=Example}}
 
== See Also ==
* {{WP|sRGB}}


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 14:30, 28 November 2024



sRGB is a standardized color space for use with monitors, printers, and the internet. It is supported by OpenGL and Direct3D.

Source

Xbox 360 vs. PC colour space comparison

The r_shader_srgb ConVar determines whether sRGB conversion is done through hardware or through software.

  • -1: Use hardware cap[Clarify]
  • 0: Use hardware sRGB conversion (Default)
  • 1: Use software sRGB conversion
Note.pngNote:The Xbox 360 Xbox 360 will always use hardware conversion.

There is also a fallback shader srgb that can be used in VMTs to detect whether or not conversion is actually being done through hardware.

Example


🖿hl2\materials\dev\dev_combinemonitor_3.vmt

"Unlittwotexture"
//"UnlitGeneric"

{
	"$basetexture" "_rt_Camera"
	"%tooltexture" "dev/dev_monitor"
	"$surfaceprop" "glass"
	"$additive" "1"

//	"$texture2"	"models/props_combine/shieldwall_tint"
	"$texture2"	"dev/dev_combinescanline"
//	"$texture2"	"engine/camerarendertarget"

	//"srgb?$alpha" "1.3"
	"srgb?$color2" "[2.5 2.5 2.5]"

	"Proxies"
	{

		"Sine"
		{
			"resultVar" "$color[0]"
			"sineperiod" .1
			"sinemin" .4
			"sinemax" .41
		}
		"Sine"
		{
			"resultVar" "$color[1]"
			"sineperiod" .1
			"sinemin" .4
			"sinemax" .41
 		}
		"Sine"
		{
			"resultVar" "$color[2]"
			"sineperiod" .1
			"sinemin" .4
			"sinemax" .41 
		} 

		"TextureScroll"
		{
			"texturescrollvar" "$texture2transform"
			"texturescrollrate" .06
			"texturescrollangle" -90
		}


	}




}

See Also