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Tonemapping affects other cameras in split screen #14389

@paul-hansen

Description

@paul-hansen

Bevy version

0.14.0
The release number or commit hash of the version you're using.

[Optional] Relevant system information

cargo 1.79.0 (ffa9cf99a 2024-06-03)
rustc 1.79.0 (129f3b996 2024-06-10)
Arch Linux (EndeavorOS), KDE, (tested both Wayland and X11)
Firefox 127.0.2 & Chrome 126.0.6478.126
Nvidia 3080 Driver version 555.58.02

AdapterInfo { name: "NVIDIA GeForce GTX 980, or similar", vendor: 4318, device: 0, device_type: Other, driver: "WebGL", driver_info: "2.0", backend: Gl }

What you did

Added tonemapping in a splitscreen game.

What went wrong

If it's not clear, break this out into:

  • what were you expecting?
    Tonemapping to look the same on each camera
  • what actually happened?
    The tonemapping looks more intense on other cameras, appears like it's multiplying the effect due to it not being constrained to the camera's viewport.

Additional information

You can replicate this with the official split_screen.rs example by setting the camera to have hdr: true and adding tonemapping: Tonemapping::AcesFitted to the camera bundle. AcesFitted is the most obvious since it's more extreme.
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Example:
image

Interestingly if you add Msaa::Sample4 and then disable Camera::msaa_writeback it starts working correctly. Unfortunately that breaks the UI so that's not a good workaround #14388

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