A more polished version of a feature in Troo Cullers, Grey Doubt adds the desaturation-at-a-distance that software DooM has but blends and fades in a modern smoother way. Works nicely with SSAO and dynamic lights:
Demo2.jpg
Version 1.1 fixes a glitch in the LUT which caused the Soulsphere's face to blergh.
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Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.
Love it, but it seems to not work very well with dynamic lights and sector lights in some cases. For example, on MAP01 in the stimpack secret it makes dynamic lights grey no matter how close or far you are. Also very noticeable on the first map of Doom 64. The cages with zombieman should have blue lighting, but it's fully grey.
Spoiler:
Screenshot_Doom_20190610_214746.png
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I've had a look and I think the problem is that the shades of colour affected fall outside Doom's palette. The lookup table involved uses those "rogue" colour entries as storage for the grey replacement values and so they can't coexist unfortunately.
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.
Thank you, this is great. Would it be feasible to use this method in order to recreate the same desaturation effect that applied to monsters in low-light settings (specific to software-rendered Doom)?
You can try Troo Cullers for getting the full Doom colourmap effect. It's a little outdated now (and totally inaccurate for Raven's titles) but I've got some improvements down the pipeline.
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.