Auto exposure post-effect does not utilize the whole range it given. One can see it by setting AutoExposureLumRange parameter to extreme numbers, or removing the Clamp from shader code completiley. And looking at very dark or bright objects.
I was able to work around this by:
- dividing result by 4 in LUMINANCE64
- removing division by 16 in LUMINANCE1
- setting AutoExposureMiddleGrey to 0.05
Now it works great. And can pull exposure to any extreme numbers. Does anyone know what this code is based on? My fix gives perfect rersults, but It’s probably not the way it was intended to be (esp. middle grey 0.05 )
full AutoExposure.glsl . Commented out, is the debugging output of luminance value.