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    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
    object
    HableCurve
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.PostProcessing
    Assembly: Unity.Postprocessing.Runtime.dll
    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
    float

    whitePoint

    The curve's white point.

    Declaration
    public float whitePoint { get; }
    Property Value
    Type Description
    float

    Methods

    Eval(float)

    Evaluates a given point on the curve.

    Declaration
    public float Eval(float x)
    Parameters
    Type Name Description
    float x

    The point within the curve to evaluate (on the horizontal axis)

    Returns
    Type Description
    float

    The value of the curve, at the point specified

    Init(float, float, float, float, float, float)

    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
    float 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

    float 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

    float 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

    float shoulderLength

    Affects how many F-stops (EV) to add to the dynamic range of the curve

    float shoulderAngle

    Affects how much overshoot to add to the shoulder

    float gamma

    Applies a gamma function to the curve

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