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README.md

banding

The banding reference: smooth gradients an 8-bit display path quantises.

Contents

  • ReferenceCamera: an isolated camera on black at {0, 0, 6}, framing the two ramps.
  • DarkRamp: light from 0 at the left edge to 0.1 at the right (postReference_darkRamp, unlit): an undithered 8-bit encode climbs it in steps several pixels wide.
  • SkyRamp: a sky-blue ramp from 0.02 to 0.6 (postReference_skyRamp, unlit), a clear sky's gradient.
  • FogCamera, FogGround, FogLight and DarkFog: a second station, at {1000, 1, 0}, looking down a lit grey ground into dark fog (@builtin::shaders.post.fog, density 0.03, fog colour 0.01 / 0.012 / 0.02). The fog is a PostProcess box around that station, so it grades the frame only while the viewport camera stands there: the dark fog ramp is the ground fading into it toward the horizon.

The scene's player intent is none. Put the viewport on the station to read (camera.setEditorOverride(id)); postMetrics.banding reads a ramp's longest flat run, and postMetrics.scopes.zebra marks the contours.