GammaCorrectionFilter

Yes, the screen display will perform gamma decoding, and the human eye itself will also perform gamma decoding, that is to say, the shader output value has been gamma decoded twice from the screen to the human eye, so it is usually used when sampling the texture. Gamma-decode (usually gamma2.2 decoding) is performed in the shader, so that the sampled texture value is returned to gamma1.0 space (ie linear space), and then calculated after linear lighting, and gamma encoding (usually gamma1/2.2) is reused. The resulting value falls into the gamma encoding space, and the final screen will perform gamma decoding (usually gamma2.2), so that the value on the screen is gamma1.0, and then the value that enters the human eye is the value that the real shader needs to calculate , That is, the value of gamma1/2.2 is not implemented.

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