Class HableCurve
A raw implementation of John Hable's artist-friendly tonemapping curve. See http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
Inheritance
Namespace: UnityEngine.Rendering.PostProcessing
Syntax
public class HableCurve
Constructors
HableCurve()
Creates a new curve.
Declaration
public HableCurve()
Fields
uniforms
The builtin HableCurve.Uniforms instance for this curve.
Declaration
public readonly HableCurve.Uniforms uniforms
Field Value
| Type | Description | 
|---|---|
| HableCurve.Uniforms | 
Properties
inverseWhitePoint
The inverse of the curve's white point.
Declaration
public float inverseWhitePoint { get; }
Property Value
| Type | Description | 
|---|---|
| System.Single | 
whitePoint
The curve's white point.
Declaration
public float whitePoint { get; }
Property Value
| Type | Description | 
|---|---|
| System.Single | 
Methods
Eval(Single)
Evaluates a given point on the curve.
Declaration
public float Eval(float x)
Parameters
| Type | Name | Description | 
|---|---|---|
| System.Single | x | The point within the curve to evaluate (on the horizontal axis)  | 
Returns
| Type | Description | 
|---|---|
| System.Single | The value of the curve, at the point specified  | 
Init(Single, Single, Single, Single, Single, Single)
Initializes the curve with given settings.
Declaration
public void Init(float toeStrength, float toeLength, float shoulderStrength, float shoulderLength, float shoulderAngle, float gamma)
Parameters
| Type | Name | Description | 
|---|---|---|
| System.Single | toeStrength | Affects the transition between the toe and the mid section of the curve. A value of 0 means no toe, a value of 1 means a very hard transition  | 
| System.Single | toeLength | Affects how much of the dynamic range is in the toe. With a small value, the toe will be very short and quickly transition into the linear section, and with a longer value having a longer toe  | 
| System.Single | shoulderStrength | Affects the transition between the mid section and the shoulder of the curve. A value of 0 means no shoulder, a value of 1 means a very hard transition  | 
| System.Single | shoulderLength | Affects how many F-stops (EV) to add to the dynamic range of the curve  | 
| System.Single | shoulderAngle | Affects how much overshoot to add to the shoulder  | 
| System.Single | gamma | Applies a gamma function to the curve  |