[HLSL Code] Basic Dithering

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Re: [HLSL Code] Basic Dithering

Even with hdr data dithering may be required, depends from scene. Problem is that 16 bit per channel hdr used and it's precision is very poor for small range like0.25-0.5, 0.5-1.0, 1.0-2.0, etc., so as soon as tonemapping do not compress data enough, banding artifacts appears.
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Re: [HLSL Code] Basic Dithering

@roxahris
Can't say for sure for specific implementation. The modification could be adjusting the amplitude and offset for artifacts at the ends of color range like the one mentioned by boris.

Anyway, the concept of dithering is about local sum, and due to the optic illusion thingy, as the noise amplitude/intensity increase, more pixels are taken into consideration of the local sum, hence the smoother visual gradient. But of course, it would also suffered from those extra noise grain.
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