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fix(shader): HDR output for all floating point render targets - #351

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jk20012001 merged 1 commit into
cocos:v4.0.0from
jk20012001:4.0.0
Sep 22, 2026
Merged

jk20012001 merged 1 commit into
cocos:v4.0.0from
jk20012001:4.0.0

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@jk20012001

@jk20012001 jk20012001 commented Sep 20, 2026 •

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Re: #

Changelog

  • The blend add passes are forced to output to the LDR Gamma color space, the actual format of the render target should be used to determine LDR or HDR.

Continuous Integration

This pull request:

  • needs automatic test cases check.

    Manual trigger with @cocos-robot run test cases afterward.

  • does not change any runtime related code or build configuration

    If any reviewer thinks the CI checks are needed, please uncheck this option, then close and reopen the issue.


Compatibility Check

This pull request:

  • changes public API, and have ensured backward compatibility with deprecated features.
  • affects platform compatibility, e.g. system version, browser version, platform sdk version, platform toolchain, language version, hardware compatibility etc.
  • affects file structure of the build package or build configuration which requires user project upgrade.
  • introduces breaking changes, please list all changes, affected features and the scope of violation.

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@jk20012001, Please check the result of run test cases:

Task Details

Platform build boot runned crashScene FailScene
web-mobile PASS PASS FAIL graphics-draw-before-init
ios PASS PASS PASS
mac PASS PASS PASS

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@jk20012001, Please check the result of run test cases:

Task Details

@jk20012001

jk20012001 commented Sep 22, 2026 •

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测试流程
打开cocos-test-projects/material/surface-shader 场景
查看场景中的物体,和图片一样说明该修复没有问题
image

@jk20012001
jk20012001 merged commit 661de75 into cocos:v4.0.0 Sep 22, 2026
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