H Auto Exposure URP (Eye adaptation for URP)
H Assets - H Works Interactive
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Automatic eye-adaptation exposure for URP — average/mask/procedural metering, histogram, curve mapping, physical camera, per-camera adaptation. Unity 6 / URP 17 RenderGraph. Effectively free.🌗 H Auto Exposure for URPAutomatic exposure (eye adaptation) for URP, with the metering, histogram and curve controls you'd expect from a AAA pipeline — for practically nothing.Inspired by HDRP's exposure system, adapted for URP.❓ The Problem❌ URP has no built-in auto-exposure — walk from shade into sun and the image blinds or crushes to black ❌ Manual exposure keys don't survive dynamic lighting or a day/night cycle ❌ Real auto-exposure has been a luxury URP never shipped✅ The SolutionA full auto-exposure model adapted for URP: the camera measures scene luminance and eases exposure over time, all driven from an Exposure Volume override.⚡ PerformancePhysically-based EV100 math on a tiny compute pass with a per-camera 1×1 ping-pong exposure texture — no full-res readback buffers, no pipeline stalls. It's effectively free; you won't find it in your frame budget. Developed and tested on Unity 6+ / URP 17+ (RenderGraph).🎯 Features• Metering modes: full-screen average, texture mask-weighted, procedural (spot/center) • Histogram metering — ignore the darkest/brightest percentiles for rock-steady results • Curve mapping — remap measured brightness to exposure with your own curve • Physical Camera and Fixed exposure modes • Adaptation speed dark→light / light→dark (progressive or instant) • Exposure compensation, min/max EV limits, target mid-grey • Per-camera exposure state — correct with split-screen and multiple cameras • One Render Feature + an Exposure Volume override, with a clean mode-driven inspector • RenderGraph native. Full source. No DLLs.🛠️ Easy Setup✔ Add the Render Feature to your Universal Renderer ✔ Add the Exposure Volume override ✔ Pick a mode, set your min/max — done⚠️ Good to know• Unity 6+ / URP 17+ with RenderGraph only • Needs a compute-capable GPU (no GLES2) • Adaptation is eased over time by design - that's the eye-adaptation effect; set the speeds, or use Fixed for an instant value • Min/Max EV are hard-limited to a sane range, on par with pro pipelines🧨 Battle Tested in ProductionBuilt for our own game, not a tech demo. H_AutoExposure exists because Silent Strike - our in-development tactical shooter - needed believable exposure as players move between dark interiors and bright exteriors, at effectively no cost. It's been hardened in real scenes and real player builds, in actual gameplay. You can see it in the asset screenshots.📍 See for yourselfDownload demo here.💬 SupportNeed help or have questions?📩 Email: assetsupport@hworksinteractive.com💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge





