bevy_post_process/auto_exposure/settings.rs
1use core::ops::RangeInclusive;
2
3use super::compensation_curve::AutoExposureCompensationCurve;
4use bevy_asset::Handle;
5use bevy_ecs::{prelude::Component, reflect::ReflectComponent};
6use bevy_image::Image;
7use bevy_reflect::{std_traits::ReflectDefault, Reflect};
8use bevy_render::{extract_component::ExtractComponent, view::Hdr};
9use bevy_utils::default;
10
11/// Component that enables auto exposure for an HDR-enabled 2d or 3d camera.
12///
13/// Auto exposure adjusts the exposure of the camera automatically to
14/// simulate the human eye's ability to adapt to different lighting conditions.
15///
16/// Bevy's implementation builds a 64 bin histogram of the scene's luminance,
17/// and then adjusts the exposure so that the average brightness of the final
18/// render will be middle gray. Because it's using a histogram, some details can
19/// be selectively ignored or emphasized. Outliers like shadows and specular
20/// highlights can be ignored, and certain areas can be given more (or less)
21/// weight based on a mask.
22///
23/// # Usage Notes
24///
25/// **Auto Exposure requires compute shaders and is not compatible with WebGL2.**
26#[derive(Component, Clone, Reflect, ExtractComponent)]
27#[reflect(Component, Default, Clone)]
28#[require(Hdr)]
29pub struct AutoExposure {
30 /// The range of exposure values for the histogram.
31 ///
32 /// Pixel values below this range will be ignored, and pixel values above this range will be
33 /// clamped in the sense that they will count towards the highest bin in the histogram.
34 /// The default value is `-8.0..=8.0`.
35 pub range: RangeInclusive<f32>,
36
37 /// The portion of the histogram to consider when metering.
38 ///
39 /// By default, the darkest 10% and the brightest 10% of samples are ignored,
40 /// so the default value is `0.10..=0.90`.
41 pub filter: RangeInclusive<f32>,
42
43 /// The speed at which the exposure adapts from dark to bright scenes, in F-stops per second.
44 pub speed_brighten: f32,
45
46 /// The speed at which the exposure adapts from bright to dark scenes, in F-stops per second.
47 pub speed_darken: f32,
48
49 /// The distance in F-stops from the target exposure from where to transition from animating
50 /// in linear fashion to animating exponentially. This helps against jittering when the
51 /// target exposure keeps on changing slightly from frame to frame, while still maintaining
52 /// a relatively slow animation for big changes in scene brightness.
53 ///
54 /// ```text
55 /// ev
56 /// ➔●┐
57 /// | ⬈ ├ exponential section
58 /// │ ⬈ ┘
59 /// │ ⬈ ┐
60 /// │ ⬈ ├ linear section
61 /// │⬈ ┘
62 /// ●───────────────────────── time
63 /// ```
64 ///
65 /// The default value is 1.5.
66 pub exponential_transition_distance: f32,
67
68 /// The mask to apply when metering. The mask will cover the entire screen, where:
69 /// * `(0.0, 0.0)` is the top-left corner,
70 /// * `(1.0, 1.0)` is the bottom-right corner.
71 ///
72 /// Only the red channel of the texture is used.
73 /// The sample at the current screen position will be used to weight the contribution
74 /// of each pixel to the histogram:
75 /// * 0.0 means the pixel will not contribute to the histogram,
76 /// * 1.0 means the pixel will contribute fully to the histogram.
77 ///
78 /// The default value is a white image, so all pixels contribute equally.
79 ///
80 /// # Usage Notes
81 ///
82 /// The mask is quantized to 16 discrete levels because of limitations in the compute shader
83 /// implementation.
84 pub metering_mask: Handle<Image>,
85
86 /// Exposure compensation curve to apply after metering.
87 /// The default value is a flat line at 0.0.
88 /// For more information, see [`AutoExposureCompensationCurve`].
89 pub compensation_curve: Handle<AutoExposureCompensationCurve>,
90}
91
92impl Default for AutoExposure {
93 fn default() -> Self {
94 Self {
95 range: -8.0..=8.0,
96 filter: 0.10..=0.90,
97 speed_brighten: 3.0,
98 speed_darken: 1.0,
99 exponential_transition_distance: 1.5,
100 metering_mask: default(),
101 compensation_curve: default(),
102 }
103 }
104}