Tonemapping

🕹 DEMO | 📄 DOCUMENTATION | 💬 FORUM | ♥ MORE ASSETS


Tonemapping operators included:

Logarithmic: apply the logarithm function in base 10 to the luminance.

Exponential: like the previous one but using the exponential function.

Simple Reinhard: a faster version of the algorithm proposed by Erik Reinhard.

Luma Reinhard: another variation of Reinhard’s algorithm based on luminance.

White Luma Reinhard: Reinhard based on luminance, but white preserving.

Hejl 2015: ACES-liked, proposed by Jim Hejl.

Filmic: a filmic tonemapping.

ACES: based on ‘ACES Filmic Tone Mapping Cuve‘ by Narkowicz in 2015.

ACES Oscars: a pastel hue function, designed to provide a pleasing albedo.

Lottes: based on ‘Advanced Techniques and Optimization of HDR Color Pipelines‘ by Timothy Lottes.

Uchimura: from ‘HDR theory and practice‘ by Hajime Uchimura in 2017. Used in ‘Gran Turismo‘.

Unreal: Used in Unreal Engine 3 up to 4.14. Adapted to be close to ACES, with similar range.

Uncharted 2: Created by John Hable for ‘Uncharted 2‘.

Watch Dogs: Used in ‘Watch Dogs‘ by Ubisoft.

PieceWise: 'Piece-Wise Power Curve' by John Hable at Epic Games.


💡 Desktop, mobile, WebGL and VR.

💡 Unity 2019 and higher (no URP / HDRP support for now).

💡 Online documentation and support.