sRGB

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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