Configures the HDR tonemap pass for a View.

  • Located at Effects.tonemap, which lives at View.effects.
  • The renderer always composites the HDR scene target through this pass when HDR rendering is available. The defaults — mode = "aces", exposure = 0.5, sRGBEncode = true — apply the ACES Filmic curve so HDR-range scene values roll off into displayable range without clipping, then encode the linear LDR result to sRGB so the canvas displays gamma-correct (the renderer's albedo textures upload as SRGB8_ALPHA8 and shade in linear space, so the swap-chain write needs the inverse encode). The exposure default is below 1.0 because ACES lifts midtones noticeably above their linear input — at exposure 1.0 the scene reads brighter than the no-tonemap path that BIM assets are typically authored against; 0.5 controls midtones tightly so HDR peaks (sun, smooth-metal specular) stand out as bright accents rather than washing into the rest of the frame. Set mode = "none" for an identity copy.

Properties

view: View

The View this Tonemap belongs to.

Accessors

  • get renderModes(): number[]

    Gets which rendering modes in which to apply Tonemap settings.

    Default value is [RealisticRender].

    Returns number[]

  • set renderModes(value: number[]): void

    Sets which rendering modes in which to apply Tonemap settings.

    The View will apply this Tonemap configuration whenever View.renderMode has been set to one of these values. When View.renderMode falls outside this list the tonemap pass still runs (it is the HDR-to-LDR composite), but it falls back to an identity tone-curve: mode = "none", exposure = 1.0. The sRGB encode is always applied — the swap chain expects gamma- encoded values regardless of which render mode is active.

    Default value is [RealisticRender].

    Parameters

    • value: number[]

    Returns void

Methods