A fullscreen pass material that reads linear HDR colour from map,
multiplies it by exposure, tone maps it and converts it to sRGB: the
last step between a scene rendered into a linear render target (PBR
materials with linearOutput) and the canvas. exposure is an ordinary
uniform, material.uniforms.exposure = 2 brightens the picture by a
stop. The curve is baked into the shader source; changing it means
creating a new material.
A fullscreen pass material that reads linear HDR colour from
map, multiplies it byexposure, tone maps it and converts it to sRGB: the last step between a scene rendered into a linear render target (PBR materials withlinearOutput) and the canvas.exposureis an ordinary uniform,material.uniforms.exposure = 2brightens the picture by a stop. The curve is baked into the shader source; changing it means creating a new material.