Expand description
HDR Render Target — 16-bit float framebuffer with tone mapping and exposure control.
Changes the scene framebuffer from RGBA8 to RGBA16F, allowing color values above 1.0. Crits and spell effects can be 10x brighter than normal without clipping, creating dramatic contrast when tone mapped back to SDR for display.
§Tone mapping operators
- Reinhard: Simple, preserves colors well.
c / (1 + c) - ACES: Academy Color Encoding System filmic curve. Industry standard.
- Uncharted2: John Hable’s filmic operator from Uncharted 2.
§Exposure control
- Auto-exposure: Adapts based on scene average luminance (eye adaptation).
- Manual: Fixed exposure value for specific moments (death, boss intro).
Structs§
- Auto
Exposure - Tracks scene luminance and computes auto-exposure.
- Exposure
Presets - Exposure presets for specific game moments.
- HdrParams
- HDR rendering parameters.
- HdrStats
- Per-frame HDR rendering statistics.
Enums§
- Exposure
Mode - Exposure control mode.
- Tone
MapOperator - Available tone mapping operators.
Constants§
- HDR_
TONEMAP_ FRAG - HDR tone mapping + exposure fragment shader. Applied as the final post-processing pass before display.
- LUMINANCE_
FRAG - Luminance computation shader for auto-exposure. Computes log-average luminance of the scene.