#Brightness Calibration Screen Problematic

1 messages · Page 1 of 1 (latest)

jolly copper
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Hello!
I want to create a screen to calibrate brightness in the game for different screens and hardware setups of the players. (see screenshot)
But i have the problem, that low values (like when the rune is nearly black) cant be changed smoothly.
The color is "jumping" as soon as a threshold value is exceeded.
I dont know how to deal with that.

Does anyone have an idea how other games do this?
My approach is to have a png with 3 runes with different colors RGB 30/30/30, 17/17/17 and 5/5/5.
The Slider adjusts the Gamma of the game via postprocessing.
But the closer the darkest rune gets to black, the more the color jumps and its not possible to make the image "barely" visible.
It jumps from "well visible" to "invisible" within a single step like from -.20 to -.21.

tall rune
jolly copper
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yeah. But i figured out, that even that is not working depending on screens.
I also cant see the change on my second screen 😄

jolly copper
tall rune
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Not totally sure
It remains visible on my screen regardless of the gamma

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Which seems to indicate that your own display has darker settings

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But also, video compression muddies the waters here because the darker something is and the smaller the change between frames, the more likely the video is to use the color from earlier frames

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So the video may show the rune there even if it's become fully black in reality

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Something that affects this in unity is if you're using gamma space, the colors are more compressed
Also, if HDR is not enabled

jolly copper
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right now i tried a different approach

tall rune
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Maybe also the LDR grading mode can make the problem worse, which is separate from HDR rendering

jolly copper
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didnt find any setting to use hdr on that images with the standard shader

tall rune
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Not for images, but for the whole project

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If you're using linear color space and HDR rendering, I'd try dithering on the camera also

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It should help with situations like these
When the screen color is between two color steps that your monitor can display, it shows both colors with a moving dither pattern to get the inbetween color

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But beyond all this maybe your slider isn't that great
It's stepped in a way that seems detrimental

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I'd do away with stepping entirely for the slider

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If you need more accuracy in one end of the slider, for example more care when picking between very dark values, you can map the slider to an exponential curve

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Which makes it more precise for picking values from one end of the range

jolly copper
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i have HDR activated in URP Asset and in the camera.
Does the stacked overlay camera inherit that HDR from the main camera?
How can i activate the dither you mean?

jolly copper
tall rune
# jolly copper cant get dithering to work

Dithering requires linear color space or HDR rendering, or both
The renderer has to generate those inbetween colors in the first place to be able to simulate them with dithering

tall rune
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Also, I'd try to verify its functionality with 3D lighting
The kind of dim gradient where banding issues occur

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In your example it may be that issues with post processing are compounding

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Or may something to do with UI rendering

jolly copper
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i now rendered the whole UI on the base cam, but the stepping effect on the nearly black rune didnt change