Vixen
02b45cc4
csharp
public record class LocalExposureAsset

One exposure per region of the frame rather than one for the whole of it.

Read the guide page for this →

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 Name

    The node's name, for debug groups and for a human reading the file.

  • public bool Enabled

    Whether the node runs.

  • public string Source

    The linear HDR colour it re-exposes.

  • public string View

    The view whose lens supplies the exposure value, or empty for Ev100.

  • public string Output

    The name the result is published under.

  • public PixelFormat Format

    The format of the target it declares.

  • public float Ev100

    The exposure value the compression pivots around, when no view supplies one.

  • public int Taps

    How many taps the bilateral blur uses along each axis of its cross.

  • public float BlurRadius

    How far the bilateral gather reaches, in texels of the quarter-resolution base.

  • public float EdgeRange

    How different two luminances have to be, in stops, before a tap stops counting.

  • public float HighlightContrast

    How much the highlights are brought down. 0 is off.

  • public float ShadowContrast

    And how much the shadows are brought up.

  • public float MaximumStops

    A 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