2021-09-09 20:42:29 -04:00

29 lines
3.8 KiB
Markdown

# 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](Volumes.md) framework, so to enable and modify **Tonemapping** properties, you must add a **Tonemapping** override to a [Volume](Volumes.md) in your Scene. To add **Tonemapping** to a Volume:
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Tonemapping**. HDRP now applies **Tonemapping** to any Camera this Volume affects.
[!include[](snippets/volume-override-api.md)]
## Properties
![](Images/Post-processingTonemapping1.png)
| **Property** | **Description** |
| --------------------- | ------------------------------------------------------------ |
| **Mode** | Use the drop-down to select a tonemapping algorithm to use for color grading. The options are:<br />&#8226; **None**: Use this option if you do not want to apply tonemapping.<br />&#8226; **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.<br />&#8226; **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.<br />&#8226; **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.<br />&#8226; **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.<br />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.<br />This property only appears when you select **External** from the **Mode** drop-down. |