Tonemapping
Tonemapping is the process of remapping HDR values of an image in a range suitable to display on screen.
Using Tonemapping
Tonemapping uses the Volume framework, so to enable and modify Tonemapping properties, you must add a Tonemapping override to a Volume in your Scene. To add Tonemapping to a Volume:
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- In the Inspector, navigate to Add Override > Post-processing and click on Tonemapping. HDRP now applies Tonemapping to any Camera this Volume affects.
Properties
Property | Description |
---|---|
Mode | Use the drop-down to select a tonemapping algorithm to use for color grading. The options are: • None: Use this option if you do not want to apply tonemapping. • Neutral: Use this option if you only want range-remapping with minimal impact on color hue & saturation. It is generally a great starting point for extensive color grading. • ACES: Use this option to apply a close approximation of the reference ACES tonemapper for a more filmic look. It is more contrasted than Neutral and has an effect on actual color hue & saturation. Note that if you use this tonemapper all the grading operations will be done in the ACES color spaces for optimal precision and results. • Custom: Use this option if you want to specify the tonemapping settings yourself. Selecting this mode exposes properties that allow you to customize the tonemapping curve. • External: Use this option if you want to specify your own lookup table. |
Toe Strength | Use the slider to set the strength of the transition between the curve's toe and the curve's mid-section. A value of 0 results in no transition and a value of 1 results in a very hard transition.<br / >This property only appears when you select Custom from the Mode drop-down. |
Toe Length | Use the slider to set the length of the curve's toe. Higher values result in longer toes and therefore contain more of the dynamic range.<br / > This property only appears when you select Custom from the Mode drop-down. |
Shoulder Strength | Use the slider to set the strength of the transition between the curve's midsection and the curve's shoulder. A value of 0 results in no transition and a value of 1 results in a very hard transition.<br / >This property only appears when you select Custom from the Mode drop-down. |
Shoulder Length | Set the amount of f-stops to add to the dynamic range of the curve. This is how much of the highlights that the curve takes into account.<br / >This property only appears when you select Custom from the Mode drop-down. |
Shoulder Angle | Use the slider to set how much overshoot to add to the curve's shoulder.<br / >This property only appears when you select Custom from the Mode drop-down. |
Gamma | Set a gamma correction to the entire curve.<br / >This property only appears when you select Custom from the Mode drop-down. |
Lookup Texture | Assign a log-encoded Texture that this effect applies as a custom lookup table. This property only appears when you select External from the Mode drop-down. |
Contribution | Use the slider to set the overall contribution that the lookup Texture has to the color grading effect. This property only appears when you select External from the Mode drop-down. |