OptionalexposureLinear scale applied to HDR scene colours before tonemapping. Values above 1 make the scene brighter and push more of the range into the tonemap curve; values below 1 darken.
Default is 0.5 — chosen so ACES midtones stay below the
no-tonemap (DetailedRender) reference, leaving headroom for
HDR specular peaks (sun, smooth-metal reflections) to read as
bright accents rather than washing into the rest of the frame.
OptionalmodeTonemap curve. Default is "aces" — ACES Filmic — so HDR scene
values roll off into displayable range without clipping.
Switch to "reinhard" for a softer/cheaper curve, or "none"
for an identity copy that matches the pre-HDR look.
OptionalrenderWhich rendering modes in which to apply Tonemap settings.
When the active render mode is outside this list the tonemap pass runs as an identity copy.
Default value is [RealisticRender].
OptionalrenderSupersampling factor. The scene (and all scene-phase FBOs) are rendered
at canvas * renderScale resolution, then the tonemap pass samples that
larger texture with LINEAR filtering when compositing to the canvas —
giving free box-filter downsampling antialiasing. Also helps subpixel
aliasing that FXAA can't reach.
Range [0.5, 4.0]. 1.0 = no supersampling; 2.0 = 4× the fragment
work (rendering 4 pixels for every 1 displayed). Default is 1.0.
OptionalsRGBEncodeIf true, the final colour is gamma-encoded with pow(c, 1/2.2) before
writing to the canvas. The renderer's albedo textures upload as
SRGB8_ALPHA8 (sRGB-source, linear-sample) and shading runs in linear
space, so the swap-chain write needs the inverse encode for the canvas
to display gamma-correct. Defaults to true; only set false if you
have a reason (e.g. a custom downstream encode in your own canvas
pipeline).
Parameters for a Tonemap.