Class HableCurve
A raw implementation of John Hable's artist-friendly tonemapping curve. See http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
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 |
---|---|
Single |
whitePoint
The curve's white point.
Declaration
public float whitePoint { get; }
Property Value
Type | Description |
---|---|
Single |
Methods
Eval(Single)
Evaluates a given point on the curve.
Declaration
public float Eval(float x)
Parameters
Type | Name | Description |
---|---|---|
Single | x | The point within the curve to evaluate (on the horizontal axis) |
Returns
Type | Description |
---|---|
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 |
---|---|---|
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 |
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 |
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 |
Single | shoulderLength | Affects how many F-stops (EV) to add to the dynamic range of the curve |
Single | shoulderAngle | Affects how much overshoot to add to the shoulder |
Single | gamma | Applies a gamma function to the curve |