48 lines
2.5 KiB
Markdown
48 lines
2.5 KiB
Markdown
|
# Auto Exposure
|
||
|
|
||
|
The **Auto Exposure** effect dynamically adjusts the exposure of an image according to the range of brightness levels the image contains.
|
||
|
|
||
|
For more information on the **Auto Exposure** effect and its use in Unity, see the [Auto Exposure](https://docs.unity3d.com/Manual/PostProcessing-AutoExposure.html) documentation in the Unity manual.
|
||
|
|
||
|
In Unity, this effect generates a histogram on every frame and filters it to find the average luminance value. This histogram and the **Auto Exposure** effect requires [Compute shader](https://docs.unity3d.com/Manual/ComputeShaders.html) support.
|
||
|
|
||
|
|
||
|
![](images/autoexposure.png)
|
||
|
|
||
|
|
||
|
### Properties
|
||
|
|
||
|
**Exposure** settings:
|
||
|
|
||
|
| Property | Function |
|
||
|
| :--------------------- | :------------------------------------------------------------ |
|
||
|
| Filtering | Set the lower and upper percentages of the histogram that find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance. |
|
||
|
| Minimum | Set the minimum average luminance to consider for auto exposure in EV. |
|
||
|
| Maximum | Set the maximum average luminance to consider for auto exposure in EV. |
|
||
|
| Exposure Compensation | Set the middle-grey value to compensate the global exposure of the scene. |
|
||
|
|
||
|
**Adaptation** settings:
|
||
|
|
||
|
| Property | Function |
|
||
|
| :---------- | :------------------------------------------------------------ |
|
||
|
| Type | Select the Adaptation type. **Progressive** animates the Auto Exposure. **Fixed** does not animate the Auto Exposure. |
|
||
|
| Speed Up | Set the Adaptation speed from a dark to a light environment. |
|
||
|
| Speed Down | Set the Adaptation speed from a light to a dark environment. |
|
||
|
|
||
|
### Details
|
||
|
|
||
|
Use the `Filtering` range to exclude the darkest and brightest part of the image so that very dark and very bright pixels do not contribute to the average luminance. Values are in percent.
|
||
|
|
||
|
`Minimum`/`Maximum` values clamp the computed average luminance into a given range.
|
||
|
|
||
|
You can set the `Type` to `Fixed` and it will behave like an auto-exposure setting.
|
||
|
|
||
|
Use the **Light Meter** [monitor](https://github.com/Unity-Technologies/PostProcessing/wiki/Debugging) when setting up this effect.
|
||
|
|
||
|
### Requirements
|
||
|
|
||
|
- Compute shader
|
||
|
- Shader model 5
|
||
|
|
||
|
See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.
|