Give your games a professional look with tonemapping algorithms used in the film industry (ACES, Filmic, ...) and AAA videogames (Uncharted 2, Watch Dogs, ...).🕹 DEMO | 📄 DOCUMENTATION | 💬 FORUM | ♥ MORE ASSETS ♥Tonemapping operators included:• Logarithmic: apply the logarithm function in base 10 to the luminance.• Exponential: like the previous one but using the exponential function.• Simple Reinhard: a faster version of the algorithm proposed by Erik Reinhard.• Luma Reinhard: another variation of Reinhard’s algorithm based on luminance.• White Luma Reinhard: Reinhard based on luminance, but white preserving.• Hejl 2015: ACES-liked, proposed by Jim Hejl.• Filmic: a filmic tonemapping.• ACES: based on ‘ACES Filmic Tone Mapping Cuve‘ by Narkowicz in 2015.• ACES Oscars: a pastel hue function, designed to provide a pleasing albedo.• Lottes: based on ‘Advanced Techniques and Optimization of HDR Color Pipelines‘ by Timothy Lottes.• Uchimura: from ‘HDR theory and practice‘ by Hajime Uchimura in 2017. Used in ‘Gran Turismo‘.• Unreal: Used in Unreal Engine 3 up to 4.14. Adapted to be close to ACES, with similar range.• Uncharted 2: Created by John Hable for ‘Uncharted 2‘.• Watch Dogs: Used in ‘Watch Dogs‘ by Ubisoft.• PieceWise: 'Piece-Wise Power Curve' by John Hable at Epic Games.💡 Desktop, mobile, WebGL and VR.💡 Unity 2019 and higher (no URP / HDRP support for now).💡 Online documentation and support.