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What Auto Exposure settings do you use for dynamic adjustment / eye adaptation?

Discussion in 'Image Effects' started by dgoyette, Jan 15, 2019.

  1. dgoyette

    dgoyette

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    This video shows an effect that seems to be supported by the Post Processing Stack:



    I've tried changing all of the different settings in Auto Exposure in PPS v2, but I never get the effect shown here. Specifically, moving into a very dark area doesn't automatically brighten, and moving into a very bright area doesn't automatically darken things.

    Do I need another effect active along with Auto Exposure to get this effect to work? If someone is successfully using auto exposure, could you maybe include a screenshot of the settings you're using for the PPS effect? The best I seem to get is a non-dynamic exposure adjustment, not an adjustment that gradually changes depending on current scene brightness.
     
    MushayDroom likes this.
  2. MushayDroom

    MushayDroom

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  3. chingwa

    chingwa

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    When it comes to Eye Adaptation you have to keep in mind that the settings you use are only the second (minor) part of the equation. The first and primary part of the equation is the light intensity that is coming into the post-process stack. Nobody tells you this, which is why noone can ever get it to work properly.

    What you need to do is....
    1. Make sure you are using tonemapping in the stack (imperative!)
    2. Make sure you are using HDR setting on your camera (Imperative!)
    3. Make sure you are using Linear light setup (Imperative!)
    3. Set the incoming directional light intensity in your scene higher than mere 1.0. (I usually use 2.25)
    4. Set the skybox shader to multiply it's intensity. I use an exposure factor of 2.25 here as well. You may need a custom shader to do this if the shader you're using doesn't already allow an intensity or exposure multiplier.

    Only after doing the above are you able to get the auto exposure working properly. It needs a large light intensity range in order to understand the difference between dark and lit areas in your scene, and your Unity project needs to be setup to display this wide color and value range properly as well (as per the instructions above).

    Below are my exposure settings, but I like to keep this effect pretty subtle, so I recommend tweaking them to fit your own needs.


     
    hjohnsen likes this.
  4. dgoyette

    dgoyette

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    Interesting. In my scenes, I don't use any directional lights, nor any skybox or ambient light. All light is either realtime spot/point lighting, or emissive light for color accents. Hopefully eye adaptation doesn't require directional lights or ambient lighting, but I'll try play around with things a bit based on your suggestions.
     
  5. chingwa

    chingwa

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    The absence of directional lights shouldn't matter. As the Auto-Exposure is a post process camera effect it is getting input value only from the rendered pixels on the screen. Assuming the intensity of your scene lighting is high enough it should work just the same as I describe above.
     
  6. LilGames

    LilGames

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    I am confused... The OP is talking about the new V2 PPS where there is NO "Eye Adaptation" effect (at least none that I can find in the default installation). Instead they renamed it "Auto Exposure" and as the OP said, there doesn't appear to be settings that do "eye adaptation" like in the video.
     
  7. dgoyette

    dgoyette

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    Yeah, it's called Auto-Exposure in PPSv2, while the general concept is referred to as eye adaptation or dynamic adjustment.

    I did end up playing around with this a bit more a while back, and found that @chingwa 's settings worked pretty well. At least I was starting to see the effect happening. Or, since the settings these days aren't identical to what he shows in his screenshot, I mainly just played around with largish value changes there, and I was starting to see some results.

    I can't be of too much help here yet, though, as I'm holding off on pursuing this fully until 2019.1 is released with the new post processing approach.
     
  8. Psychoram

    Psychoram

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    Can anyone explain me what settings I need to have in unity 2019.3 to achieve the eye adaptation effect? (I'm using physical based sky )
     
  9. benthroop

    benthroop

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    Anyone get good Auto Exposure going with PPSv2? I have had a hell fo a time with it. My workflow is like... point at the sun and tune, then turn away from the sun and tune. I cannot get numbers that look correct in both cases. In a test scene I can sort of get it to work. It seems that the metering is not really very smart.
     
  10. chingwa

    chingwa

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    The metering is fine as long as you follow my advice above, namely that the light range needs to be very large for the metering to understand the difference in value. Directional light and sky exposure should be cranked up to 2.0 minimum, in my above project I used 2.25, in my current project I use 3.0. Below are my settings for AutoExposure in PPSv2.

    (note I am using standard renderer, everything is probably different in HDRP or URP)

     
  11. Electro3_Strike

    Electro3_Strike

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    Nov 3, 2020
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    Thanks I really needed this... Btw wondering how to make it slower to adapt the eye