Hi Jayne,
Thank you for the update. My 2 cents with these two:
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I believe you’d need at least 4 ground texture pixels per screen pixels at a minimum:
.
Nyquist frequency
Nyquist-Shannon sampling theorem -
The issue is not just “over exposure” (although it is), and I don’t think a “brightness” slider is appropriate.
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Instead, I’d suggest you consider something more robust and working both for 2D and VR:
In addition, this one is most needed in VR (NB: this is just a LUT in the Pixel Shader code):