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[HDRP][2019.3.x] Why exposure Volume effect is inverted?

Discussion in 'High Definition Render Pipeline' started by sinaari, Dec 25, 2019.

  1. sinaari

    sinaari

    Joined:
    Jan 28, 2019
    Posts:
    47
    I have created a new HDRP project in 2019.3.0f1 and it has the default HDRP scene in it. Without changing anything I run the application and change only the Exposure value on the post-processing Volume. What I get is the inverted behavior where less exposure makes the scene brighter and more exposure makes it darker. How is this possible? What am I missing to understand how this works?

    Here is the video:


    I have tried it in some of the 2019.3.x and 2019.2.x and it always behaves the same. I had experience working with some Unity projects before where the behavior of Exposure was not inverted, I don't know how it was achieved but it seemed much more natural.
     
  2. iamarugin

    iamarugin

    Joined:
    Dec 17, 2014
    Posts:
    883
    chap-unity likes this.
  3. sinaari

    sinaari

    Joined:
    Jan 28, 2019
    Posts:
    47
    Thank you! Yes, indeed, then I can see how it works now.

    The name is probably a bit misleading indeed because in other places in Unity3D (for example in Gradient Sky) and for someone who is not a professional photographer or cameraman, "Exposure" means exactly that -- a direct coefficient.