lygia
/color
/tonemap
/unreal
)Adapted to be close to TonemapACES, with similar range. Gamma 2.2 correction is baked in, don't use with sRGB conversion! https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/PostProcessEffects/ColorGrading/
Use:
<vec3|vec4> tonemapUnreal(<vec3|vec4> x)
#ifndef FNC_TONEMAPUNREAL
#define FNC_TONEMAPUNREAL
vec3 tonemapUnreal(const vec3 x) { return x / (x + 0.155) * 1.019; }
vec4 tonemapUnreal(const vec4 x) { return vec4(tonemapUnreal(x.rgb), x.a); }
#endif
Use:
<float3|float4> tonemapUnreal(<float3|float4> x)
#ifndef FNC_TONEMAPUNREAL
#define FNC_TONEMAPUNREAL
float3 tonemapUnreal(const float3 x) { return x / (x + 0.155) * 1.019; }
float4 tonemapUnreal(const float4 x) { return float4(tonemapUnreal(x.rgb), x.a); }
#endif
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