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Commit 59c53ce

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Fixed history reset on AutoExposure
1 parent 0d5fc87 commit 59c53ce

1 file changed

Lines changed: 3 additions & 4 deletions

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PostProcessing/Runtime/Effects/AutoExposure.cs

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -50,8 +50,6 @@ public sealed class AutoExposureRenderer : PostProcessEffectRenderer<AutoExposur
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int m_AutoExposurePingPong;
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RenderTexture m_CurrentAutoExposure;
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53-
bool m_FirstFrame = true;
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void CheckTexture(int id)
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{
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if (m_AutoExposurePool[id] == null || !m_AutoExposurePool[id].IsCreated())
@@ -93,7 +91,7 @@ public override void Render(PostProcessRenderContext context)
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sheet.properties.SetVector(ShaderIDs.ScaleOffsetRes, context.logHistogram.GetHistogramScaleOffsetRes(context));
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sheet.properties.SetFloat(ShaderIDs.ExposureCompensation, settings.keyValue.value);
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if (m_FirstFrame || !Application.isPlaying)
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if (m_ResetHistory || !Application.isPlaying)
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{
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// We don't want eye adaptation when not in play mode because the GameView isn't
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// animated, thus making it harder to tweak. Just use the final audo exposure value.
@@ -102,6 +100,8 @@ public override void Render(PostProcessRenderContext context)
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// Copy current exposure to the other pingpong target to avoid adapting from black
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RuntimeUtilities.CopyTexture(cmd, m_AutoExposurePool[0], m_AutoExposurePool[1]);
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m_ResetHistory = false;
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}
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else
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{
@@ -117,7 +117,6 @@ public override void Render(PostProcessRenderContext context)
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context.autoExposureTexture = m_CurrentAutoExposure;
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context.autoExposure = settings;
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m_FirstFrame = false;
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}
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public override void Release()

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