Planned
Automatic Exposure

Summary

Exposure is a linear scaling operation performed on a scene-referred image before tone mapping to fine-tune the brightness or darkness of the image. URP allows for manual adjustment of exposure of the final render using Color Adjustment post-processing effect depending on the lighting conditions and brightness of the scene. Automatic exposure as a post-processing effect will allow for dynamic adjustment of a rendered image's exposure according to the range of brightness levels available on the image.

Intended Outcome/Use Case

The human eye can function in both very dark and very bright areas. However, the eye can only sense a contrast ratio of roughly one-millionth of the total range at any single moment. The eye functions well in multiple light levels by adapting and redefining what is black. Similarly, Automatic Exposure dynamically adjusts the exposure of rendered images according to the range of brightness levels within the image.

With this feature, you will be able to set up environments that vary dramatically in lighting conditions without the need to make adjustments to the exposure based on predefined values when the camera moves from one area to another.

These adjustments take place gradually, which means that the user can be briefly dazzled by a bright outdoor light when they emerge from a dark area. Equally, when moving from a bright area to a dark one, the camera takes a moment to adjust, mimicking the human eye behavior and adaptation concept.

Under Consideration
URP Ray-Tracing Support

Unity currently supports advanced ray tracing in the High Definition Render Pipeline (HDRP). We are exploring the possibility of extending similar capabilities to the Universal Render Pipeline (URP). This exploration includes evaluating the integration of ray tracing effects using DirectX Raytracing (DXR), Vulkan, and Metal APIs for a range of devices, including high-end mobile phones and laptops.

Potential Ray Tracing Effects for Consideration:

  • Ray-Traced Shadows (Ambient Occlusion, Soft Shadows, etc.)

  • Ray-Traced Reflections

  • Global Illumination

Technical Considerations:

Integrating ray tracing into URP involves navigating complex technical challenges. Our primary goal is to ensure that any enhancements do not compromise the flexibility and customization options that URP users rely on. We are carefully evaluating the impact of ray tracing on the core architecture of URP, ensuring that any potential implementation aligns with the pipeline's design principles and user needs.

Performance Impact:

The integration of ray tracing effects could significantly enhance visual quality but may also impact performance, particularly on untethered or mobile devices. We aim to investigate the balance between visual fidelity and performance efficiency.

User Feedback:

We are interested in your perspective! Please vote on this card to express your interest in ray tracing effects for URP and to help us understand your priorities. Your feedback is valuable in guiding our exploration and potential prioritization.

Platforms:

  • Desktop (Windows, macOS)

  • High-End Mobile Devices

APIs:

  • DirectX Raytracing (DXR)

  • Vulkan

  • Metal

Status:

Exploratory Phase

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