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