The conversion to LDR must be applied at some point in the image effect pipeline but it need not be the final step if LDR-only image effects are to be applied afterwards. The tonemapping image effect is what converts the HDR image into the standard low dynamic range (LDR) image to be sent for display. This buffer is then postprocessed using image effects such as HDR bloom. When HDR is active, the scene is rendered into an HDR image buffer which can accommodate pixel values outside the 0.1 range. HDR is enabled separately for each camera using a setting on the Camera component: Allowing the internal representation of the graphics to use values outside the 0.1 range is the essence of High Dynamic Range (HDR) rendering. Although these values will ultimately need to be mapped back to the range available on the display device, any intermediate calculations (such as Unity’s image effects) will give more authentic results. More convincing visual effects can be achieved if the rendering is adapted to let the ranges of pixel values more accurately reflect the light levels that would be present in a real scene. Additionally, the eye is more sensitive to brightness differences at the low end of the range than at the high end. The human eye tends to adjust to local lighting conditions, so an object that looks white in a dimly lit room may in fact be less bright than an object that looks grey in full daylight. While this is straightforward to use, it doesn’t accurately reflect the way that lighting works in a real life scene. In standard rendering, the red, green and blue values for a pixel are each represented by a fraction in the range 0.1, where 0 represents zero intensity and 1 represents the maximum intensity for the display device.
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