The Auto Exposure effect dynamically adjusts the exposure of an image according to the range of brightness levels the image contains.
For more information on the Auto Exposure effect and its use in Unity, see the Auto Exposure documentation in the Unity manual.
In Unity, this effect generates a histogram on every frame and filters it to find the average luminance value. This histogram and the Auto Exposure effect requires Compute shader support.
|Filtering||Set the lower and upper percentages of the histogram that find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance.|
|Minimum||Set the minimum average luminance to consider for auto exposure in EV.|
|Maximum||Set the maximum average luminance to consider for auto exposure in EV.|
|Exposure Compensation||Set the middle-grey value to compensate the global exposure of the scene.|
|Type||Select the Adaptation type. Progressive animates the Auto Exposure. Fixed does not animate the Auto Exposure.|
|Speed Up||Set the Adaptation speed from a dark to a light environment.|
|Speed Down||Set the Adaptation speed from a light to a dark environment.|
Filtering range to exclude the darkest and brightest part of the image so that very dark and very bright pixels do not contribute to the average luminance. Values are in percent.
Maximum values clamp the computed average luminance into a given range.
You can set the
Fixed and it will behave like an auto-exposure setting.
Use the Light Meter monitor when setting up this effect.
- Compute shader
- Shader model 5
See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.