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@@ -10,7 +10,7 @@ the center sample blur across block boundaries of ASTC compressed textures. Ther
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The example shader is compatible with mipmapping, bilinear filtering, trilinear filtering etc. and is temporally stable. The
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shader smoothly lerps between no filtering and edge filtering, and is mipmap-aware by using the pixel shader derivative instructions. Crucially, the block lattice is evaluated in the *effective mip space*, not in base texture space, which is why it's mipmap-aware. The Python sample shows either a textured quad or a cube, with various controls to move the object, rotate the cube, toggle the deblocking shader on/off, trilinear off/on, etc.
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It was written to be as simple as possible. The shader could easily be more optimized. The idea is compatible with other texture formats with noticeable block artifacts, such as BC1 or ETC1, but 4x4 blocks are so tiny it may be a wash.
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It was written to be as simple as possible. The shader's filter coefficients were picked for more blurring vs. our CPU deblocker to demonstrate the effect, but they are easily tuned. The shader could easily be more optimized (most inner block texels don't need any filtering, but we don't exploit this in the shader with a conditional yet). The idea is compatible with other texture formats with noticeable block artifacts, such as BC1 or ETC1, but 4x4 blocks are so tiny it may be a wash.
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It's also possible to add adaptivity to this shader, so it doesn't blindly blur across sharp edges - like we do while
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CPU deblocking before transcoding to BC7 or other LDR texture formats. It's also possible
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