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# Objective - Add auto exposure/eye adaptation to the bevy render pipeline. - Support features that users might expect from other engines: - Metering masks - Compensation curves - Smooth exposure transitions This PR is based on an implementation I already built for a personal project before https://github.com/bevyengine/bevy/pull/8809 was submitted, so I wasn't able to adopt that PR in the proper way. I've still drawn inspiration from it, so @fintelia should be credited as well. ## Solution An auto exposure compute shader builds a 64 bin histogram of the scene's luminance, and then adjusts the exposure based on that histogram. Using a histogram allows the system to ignore outliers like shadows and specular highlights, and it allows to give more weight to certain areas based on a mask. --- ## Changelog - Added: AutoExposure plugin that allows to adjust a camera's exposure based on it's scene's luminance. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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bevy_a11y | ||
bevy_animation | ||
bevy_app | ||
bevy_asset | ||
bevy_audio | ||
bevy_color | ||
bevy_core | ||
bevy_core_pipeline | ||
bevy_derive | ||
bevy_dev_tools | ||
bevy_diagnostic | ||
bevy_dylib | ||
bevy_dynamic_plugin | ||
bevy_ecs | ||
bevy_encase_derive | ||
bevy_gilrs | ||
bevy_gizmos | ||
bevy_gltf | ||
bevy_hierarchy | ||
bevy_input | ||
bevy_internal | ||
bevy_log | ||
bevy_macro_utils | ||
bevy_math | ||
bevy_mikktspace | ||
bevy_pbr | ||
bevy_ptr | ||
bevy_reflect | ||
bevy_render | ||
bevy_scene | ||
bevy_sprite | ||
bevy_tasks | ||
bevy_text | ||
bevy_time | ||
bevy_transform | ||
bevy_ui | ||
bevy_utils | ||
bevy_window | ||
bevy_winit |