SimpleReinhard :
float4 fragSimpleReinhard(v2f i) : SV_Target
{float4 texColor = tex2D(_MainTex, i.uv);
float lum = Luminance(texColor.rgb);
float lumTm = lum * _ExposureAdjustment;//曝光系数
float scale = lumTm / (1+lumTm);
return float4(texColor.rgb * scale / lum, texColor.a);
}
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Hable:
float4 fragHable(v2f i) : SV_Target
{
const float A = 0.1