Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/post-processing-tonemapping.md
2024-08-26 23:07:20 +03:00

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urp-post-processing-tonemapping

Tonemapping

Tonemapping is the process of remapping the HDR values of an image to a new range of values. Its most common purpose is to make an image with a low dynamic range appear to have a higher range. For more information, refer to the Wikipedia article on Tone mapping.

Using Tonemapping

Tonemapping uses the Volume system, 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:

  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. The Universal Render Pipeline applies Tonemapping to any Camera this Volume affects.

Properties

Property Description
Mode 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 good starting point for extensive color grading.
  • ACES: Use this option to apply a close approximation of the reference ACES tonemapper, for a more cinematic look. It is more contrasted than Neutral, and has an effect on actual color hue & saturation. If you use this tonemapper, Unity does all the grading operations in the ACES color spaces, for optimal precision and results.
    Note: ACES HDR tonemapping is not supported on Android devices with Adreno 300 series GPU.