# 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.