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Tonemapping


Main​

TonemappingMode​

Tonemapping Algorithm - 0:None (vanilla - DXVK HDR), 1:VTLottes (default), 2:NVRLottes, 3:Reinhard, 4:Reinhard Jodie, 5:ACES Filmic, 6:ACES Fitted, 7:Uncharted 2, 8:Uchimura (GT), 9:AGX, 10:DICE

Default: 2


Exposure​

Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering

Default: 1.5


Gamma​

Gamma modifier to be applied after tonemapping, delinearises output. If placed at 1.0, outputs at linear space for HDR (UI unaffected)

Default: 2.2


Linearization​

Converts image to corrected linear space before tonemapping. 1.0 is non-linear, if so place Gamma at 1.0 as well

Default: 2.2


SkyMultiplier​

Scales the brightness of the sky/sun textures. Requires Sky shader enabled

Default: 1.0


WeatherModifier​

Influence of the vanilla weather modifiers (brightness, contrast, saturation)

Default: 1.0


WeatherContrast​

Influence of the vanilla contrast setting, applies post-tonemap. Scales atop WeatherModifier, can cause black crush

Default: 0.0


Saturation​

Saturation of the image before tonemapping

Default: 1.0


ToneMappingColor​

Changes the strength of the vanilla tint influence (not fades)

Default: 1.0


TonemapContrast​

Contrast setting for Lottes, Uchimura

Default: 1.0


TonemapBrightness​

Brightness setting for Lottes, Uncharted, Uchimura

Default: 1.0


TonemapMidpoint​

Midpoint setting for Lottes Tonemapper (avoid changing), Linear Section Start for Uchimura

Default: 1.0


TonemapShoulder​

White Shoulder for Lottes (max 1.0, should be left default), Black shoulder for Uchimura

Default: 1.0


TonemapWhitePoint​

White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max brightness. For Uchimura, adjusts Linear Section Length (soft clips whites)

Default: 1.0


HighlightSaturation​

Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White Point

Default: 1.0


PointLightMultiplier​

Experimental - modifies the strength of all point lights

Default: 1.0


Interiors​

TonemappingMode​

Tonemapping Algorithm - 0:None (vanilla - DXVK HDR), 1:VTLottes (default), 2:NVRLottes, 3:Reinhard, 4:Reinhard Jodie, 5:ACES Filmic, 6:ACES Fitted, 7:Uncharted 2, 8:Uchimura (GT), 9:AGX, 10:DICE

Default: 1


Exposure​

Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering

Default: 1.3


Gamma​

Gamma modifier to be applied after tonemapping, delinearises output. If placed at 1.0, outputs at linear space for HDR (UI unaffected)

Default: 2.2


Linearization​

Converts image to corrected linear space before tonemapping. 1.0 is non-linear, if so place Gamma at 1.0 as well

Default: 2.2


SkyMultiplier​

Scales the brightness of the sky/sun textures. Requires Sky shader enabled

Default: 1.0


WeatherModifier​

Influence of the vanilla weather modifiers (brightness, contrast, saturation)

Default: 1.0


WeatherContrast​

Influence of the vanilla contrast setting, applies post-tonemap. Scales atop WeatherModifier, can cause black crush notably in Interiors

Default: 0.0


Saturation​

Saturation of the image before tonemapping

Default: 1.0


ToneMappingColor​

Changes the strength of the vanilla tint influence (not fades)

Default: 1.0


TonemapContrast​

Contrast setting for Lottes, Uchimura

Default: 1.0


TonemapBrightness​

Brightness setting for Lottes, Uncharted, Uchimura

Default: 1.0


TonemapMidpoint​

Midpoint setting for Lottes Tonemapper (avoid changing), Linear Section Start for Uchimura

Default: 1.0


TonemapShoulder​

White Shoulder for Lottes (max 1.0, should be left default), Black shoulder for Uchimura

Default: 1.0


TonemapWhitePoint​

White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max brightness. For Uchimura, adjusts Linear Section Length (soft clips whites)

Default: 1.0


HighlightSaturation​

Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White Point

Default: 1.0


PointLightMultiplier​

Experimental - modifies the strength of all point lights

Default: 1.0


Night​

Exposure​

Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering

Default: 1.5


Gamma​

Gamma modifier to be applied after tonemapping, delinearises output. If placed at 1.0, outputs at linear space for HDR (UI unaffected)

Default: 2.2


Linearization​

Converts image to corrected linear space before tonemapping. 1.0 is non-linear, if so place Gamma at 1.0 as well

Default: 2.2


SkyMultiplier​

Scales the brightness of the sky/sun textures. Requires Sky shader enabled

Default: 1.0


WeatherModifier​

Influence of the vanilla weather modifiers (brightness, contrast, saturation)

Default: 1.0


WeatherContrast​

Influence of the vanilla contrast setting, applies post-tonemap. Scales atop WeatherModifier, can cause black crush notably in Interiors

Default: 0.0


Saturation​

Saturation of the image before tonemapping

Default: 1.0


ToneMappingColor​

Changes the strength of the vanilla tint influence (not fades)

Default: 1.0


TonemapContrast​

Contrast setting for Lottes, Uchimura

Default: 1.0


TonemapBrightness​

Brightness setting for Lottes, Uncharted, Uchimura

Default: 1.0


TonemapMidpoint​

Midpoint setting for Lottes Tonemapper (avoid changing), Linear Section Start for Uchimura

Default: 1.0


TonemapShoulder​

White Shoulder for Lottes (max 1.0, should be left default), Black shoulder for Uchimura

Default: 1.0


TonemapWhitePoint​

White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max brightness. For Uchimura, adjusts Linear Section Length (soft clips whites)

Default: 1.0


HighlightSaturation​

Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White Point

Default: 1.0


PointLightMultiplier​

Experimental - modifies the strength of all point lights

Default: 1.0


Status​

Enabled​

Replaces vanilla HDR tonemapping shaders with custom ones.

Default: true