public record class LocalExposureAssetOne exposure per region of the frame rather than one for the whole of it.
Remarks
The thing a single exposure cannot do. A frame with a sunlit window and an unlit interior has ten or twelve stops between the two, and a tone curve has about six to spend — so whatever the meter picks, one of them is white or black. That is what a camera does and what an eye does not. Unreal 5 ships this; Unity has no counterpart.
⚠ Before the tonemap. It moves radiance around before the curve shapes it, which is the point: the purpose is to bring the highlights into the range the curve can spend, and after the curve there is nothing left to recover.
⚠ view or ev100, and it has to agree with the tonemap's. The pivot is the luminance that stays exactly where it is, and it belongs wherever the meter says middle grey is. A document that gives this and the tonemap different exposures gets a frame that is locally right and globally wrong.
Fields and properties (13)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string SourceThe linear HDR colour it re-exposes.
public string ViewThe view whose lens supplies the exposure value, or empty for Ev100.
public string OutputThe name the result is published under.
public PixelFormat FormatThe format of the target it declares.
public float Ev100The exposure value the compression pivots around, when no view supplies one.
public int TapsHow many taps the bilateral blur uses along each axis of its cross.
public float BlurRadiusHow far the bilateral gather reaches, in texels of the quarter-resolution base.
public float EdgeRangeHow different two luminances have to be, in stops, before a tap stops counting.
public float HighlightContrastHow much the highlights are brought down. 0 is off.
public float ShadowContrastAnd how much the shadows are brought up.
public float MaximumStopsA ceiling on how far any pixel may move, in stops.
Used by (4)
- PostEffectFactoryVixen.Rendering.PostFx
- PostEffectTestsVixen.Rendering.PostFx.Tests
- TypeRegistrationVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_LocalExposureAssetSerializerVixen.Rendering.PostFx