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13 changes: 13 additions & 0 deletions crates/bevy_core_pipeline/src/tonemapping/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -109,13 +109,24 @@ pub struct TonemappingPipeline {
}

/// Optionally enables a tonemapping shader that attempts to map linear input stimulus into a perceptually uniform image for a given [`Camera`] entity.
///
#[cfg_attr(
feature = "tonemapping_luts",
doc = "The default tonemapping is [`TonyMcMapface`](Tonemapping::TonyMcMapface)."
)]
#[cfg_attr(
not(feature = "tonemapping_luts"),
doc = "The default tonemapping is [`None`](Tonemapping::None)."
)]
#[derive(
Component, Debug, Hash, Clone, Copy, Reflect, Default, ExtractComponent, PartialEq, Eq,
)]
#[extract_component_filter(With<Camera>)]
#[reflect(Component, Debug, Hash, Default, PartialEq)]
pub enum Tonemapping {
/// Bypass tonemapping.
///
/// Default when `tonemapping_luts` is disabled.
#[cfg_attr(not(feature = "tonemapping_luts"), default)]
None,
/// Suffers from lots hue shifting, brights don't desaturate naturally.
Expand Down Expand Up @@ -152,6 +163,8 @@ pub enum Tonemapping {
/// Brightness-equivalent luminance of the input stimulus is compressed. The non-linearity resembles Reinhard.
/// Color hues are preserved during compression, except for a deliberate [Bezold–Brücke shift](https://en.wikipedia.org/wiki/Bezold%E2%80%93Br%C3%BCcke_shift).
/// To avoid posterization, selective desaturation is employed, with care to avoid the [Abney effect](https://en.wikipedia.org/wiki/Abney_effect).
///
/// Default when `tonemapping_luts` is enabled.
#[cfg_attr(feature = "tonemapping_luts", default)]
#[cfg(feature = "tonemapping_luts")]
TonyMcMapface,
Expand Down