![]() ![]() Perhaps some talented coder in the community can pick up this ball and run with it? I only program shaders and various in-engine scripting so I lack the know-how to write a simple stand-alone or web tool that does this.īut if you already know your stuff I imagine it must be super easy to take this and write us a tool that converts a sampled color into linear RGB for immediate use as a GTA hex. They're not made up by me but copied from some paper I read that detailed how to go about this. These long decimal 'magic numbers' are conversion values for fitting the sRGB 'gamma corrected color curve onto a linear one and vice versa. In a HLSL shader a RGB color is represented by a float3 value that means a value of float3(0.0,0.0,0.0) is black, float3(1.0,0.0,0.0) is red and so on. So here's what to do (and what should have been done behind the scenes over at Rockstar Socialclub in any decently ran universe) Have to input as out crew color for the shade to turn out correct in-game. If you inspect the color value of a SRGB color that has been dropped to linear it'll look very similar to the darkened shades we ![]() Needs to be dropped into a linear color space for the shader to perform the various calculations necessary for the final lighting of the pixel. Now what happens in PBR shaders is your gamma corrected SRGB color values (the ones of the pure color you actually see on your display device) (PBR stands for 'Physically Based Rendering' and have become very popular in contemporary game development) The visuals of GTA V suggest the game uses some early PBR'esque shaders that takes at least some of the now common 'PBR' concepts into account. I was doing some personal R
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