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Dithering?


SuaveSteve

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Disclaimer: I may not know what I'm talking about :)

 

I was surprised to see in an update to Subnautica the feature of dithering. I always understood this was to fake more colours in applications that use less than 24 bits of colour. Now I read Unity provides it anyway to help with colour banding: https://docs.unity3d.com/Manual/PostProcessing-Dithering.html

 

Dark mod suffers from colour banding, too. I notice it mostly when the lantern is on and you're standing on a snowy texture.

 

Is this something that is feasible and could help?

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I use a ReShade setup with a Debanding filter, which is pretty much just non-pattern dithering and it alleviates the issue. Not everyone has OpenGL 4.3 (iirc that was the required version for ReShade) however, so an inbuilt dithering shader in the post processing wouldn't hurt.

 

fake edit: hey, I started typing that first :P

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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I use a ReShade setup with a Debanding filter, which is pretty much just non-pattern dithering and it alleviates the issue. Not everyone has OpenGL 4.3 (iirc that was the required version for ReShade) however, so an inbuilt dithering shader in the post processing wouldn't hurt.

 

fake edit: hey, I started typing that first :P

LOL :D

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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