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Change default tonemapping method (#8685)
Change the default tonemapping method from ReinhardLuminance to TonyMcMapface, which generally looks nicer and works out of the box with bloom. --- ## Changelog - TonyMcMapface is now the default tonemapper, instead of ReinhardLuminance. ## Migration Guide - The default tonemapper has been changed from ReinhardLuminance to TonyMcMapface. Explicitly set ReinhardLuminance on your cameras to get back the previous look.
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crates/bevy_core_pipeline/src/tonemapping/mod.rs

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@@ -134,9 +134,7 @@ pub enum Tonemapping {
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/// Suffers from lots hue shifting, brights don't desaturate naturally.
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/// Bright primaries and secondaries don't desaturate at all.
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Reinhard,
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/// Current bevy default. Likely to change in the future.
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/// Suffers from hue shifting. Brights don't desaturate much at all across the spectrum.
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#[default]
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ReinhardLuminance,
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/// Same base implementation that Godot 4.0 uses for Tonemap ACES.
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/// <https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl>
@@ -156,6 +154,7 @@ pub enum Tonemapping {
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/// Designed as a compromise if you want e.g. decent skin tones in low light, but can't afford to re-do your
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/// VFX to look good without hue shifting.
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SomewhatBoringDisplayTransform,
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/// Current Bevy default.
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/// By Tomasz Stachowiak
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/// <https://github.com/h3r2tic/tony-mc-mapface>
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/// Very neutral. Subtle but intentional hue shifting. Brights desaturate across the spectrum.
@@ -167,6 +166,7 @@ pub enum Tonemapping {
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/// Color hues are preserved during compression, except for a deliberate [Bezold–Brücke shift](https://en.wikipedia.org/wiki/Bezold%E2%80%93Br%C3%BCcke_shift).
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/// To avoid posterization, selective desaturation is employed, with care to avoid the [Abney effect](https://en.wikipedia.org/wiki/Abney_effect).
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/// NOTE: Requires the `tonemapping_luts` cargo feature.
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#[default]
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TonyMcMapface,
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/// Default Filmic Display Transform from blender.
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/// Somewhat neutral. Suffers from hue shifting. Brights desaturate across the spectrum.
@@ -328,7 +328,7 @@ pub fn get_lut_bindings<'a>(
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bindings: [u32; 2],
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) -> [BindGroupEntry<'a>; 2] {
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let image = match tonemapping {
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//AgX lut texture used when tonemapping doesn't need a texture since it's very small (32x32x32)
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// AgX lut texture used when tonemapping doesn't need a texture since it's very small (32x32x32)
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Tonemapping::None
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| Tonemapping::Reinhard
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| Tonemapping::ReinhardLuminance

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