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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.