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This repository was archived by the owner on Nov 30, 2020. It is now read-only.
@@ -36,27 +38,39 @@ public override void OnEnable()
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publicoverridevoidOnInspectorGUI()
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{
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if(!GraphicsUtils.supportsDX11)
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{
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EditorGUILayout.HelpBox("This effect requires support for compute shaders. Enabling it won't do anything on unsupported platforms.",MessageType.Warning);
EditorGUILayout.MinMaxSlider(EditorGUIHelper.GetContent("Filter|These values are the lower and upper percentages of the histogram that will be used to find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance."),reflow,refhigh,1f,99f);
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EditorGUILayout.MinMaxSlider(EditorGUIHelper.GetContent("Histogram filtering|These values are the lower and upper percentages of the histogram that will be used to find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance."),reflow,refhigh,1f,99f);
Copy file name to clipboardExpand all lines: PostProcessing/Runtime/Models/EyeAdaptationModel.cs
+13-9
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@@ -20,14 +20,17 @@ public struct Settings
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[Range(1f,99f),Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
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publicfloathighPercent;
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[Min(0f),Tooltip("Minimum average luminance to consider for auto exposure.")]
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[Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
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publicfloatminLuminance;
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[Min(0f),Tooltip("Maximum average luminance to consider for auto exposure.")]
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[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
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publicfloatmaxLuminance;
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[Min(0f),Tooltip("Exposure bias. Use this to control the global exposure of the scene.")]
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publicfloatexposureCompensation;
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publicfloatkeyValue;
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[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
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publicbooldynamicKeyValue;
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[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
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publicEyeAdaptationTypeadaptationType;
@@ -38,10 +41,10 @@ public struct Settings
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[Min(0f),Tooltip("Adaptation speed from a light to a dark environment.")]
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publicfloatspeedDown;
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[Range(-16,-1),Tooltip("Lower bound for the brightness range of the generated histogram (Log2).")]
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[Range(-16,-1),Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
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publicintlogMin;
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[Range(1,16),Tooltip("Upper bound for the brightness range of the generated histogram (Log2).")]
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[Range(1,16),Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
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publicintlogMax;
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publicstaticSettingsdefaultSettings
@@ -50,12 +53,13 @@ public static Settings defaultSettings
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