#ToneMapping
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
blog.selfshadow.com
August 14, 2025 at 8:44 PM
Please please please learn tonemapping
September 17, 2025 at 9:40 PM
It Takes Two To Make A Thing Go Right
#VentureBros
April 25, 2026 at 10:29 PM
AgX tonemapping was recently added to #GodotEngine , and with it we finally have proper neutral tonemapping! Notice on how with AgX (the left) more details in sky sky and the plushy are preserved, and how it looks less overly contrasty.
February 6, 2025 at 1:42 PM
Seems like I've been double-tonemapping everything. Perils of vibecoding with insufficient tests
June 15, 2026 at 9:51 PM
i said i'd tone down the shaders but oops sorry i fucking love bloom and tonemapping
January 16, 2026 at 5:49 AM
Control Resonant - West Incursion Spoilers

me: haha, maybe this remedy game will be a fun hack and slash

*Remedy with a large "Nier Souls" mallet sneaking up behind me*

(excuse the horrid HDR tonemapping issue)
September 27, 2026 at 8:30 AM
is Hollow Knight rendered to an HDR buffer and then tonemapped?

they definitely make use of color grading, but in certain places it kinda looks like they have tonemapping as well, which is pretty neat
October 6, 2025 at 3:39 PM
100%. These are the kinds of bugs that show up with localized tonemapping algorithms. (Professional experience: I worked on image processing pipelines including HDR algorithms at SMaL Camera Technologies / Cypress Semiconductor 2001-2006.)
October 8, 2025 at 6:31 PM
if you just ask codex for a threejs site with tonemapping, a sphere with a physical material, and an EXR, you get this. I don't wanna see any threejs shit uglier than this.
May 24, 2026 at 12:21 AM
How to looksmax your graphics. Please take the time to learn tonemapping! It's probably the most common mistake I see even in professional contexts
xordev.com Xor @xordev.com · Jan 27
Subtle things to make your shaders better:

1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything!
mini.gmshaders.com/p/antialiasing
May 3, 2026 at 12:21 PM
For all the flak it gets, it's the only player I've ever used where every basic feature works out of the box, with zero fiddling needed. Even HDR tonemapping for SDR displays.
May 15, 2026 at 11:41 AM
I hate!! Iphone!! Tonemapping!!
February 23, 2025 at 4:20 AM
pas de commentaire à faire sur cet acte

en revanche le tonemapping... j'ai des choses à dire...
À l’issue de l’audience, Carla Bruni a donc arraché la bonnette rouge du micro de Mediapart.
September 25, 2025 at 12:52 PM
toon shading + AgX tonemapping shader + jump flood based outline shader

all in Unity URP 😌
October 22, 2024 at 10:36 PM
2) Tonemapping - If you're dealing with bright lights or HDR textures you might see some overexposure which leads to changes in color and harsh transitions. Tonemapping addresses this!

mini.gmshaders.com/p/tonemaps
January 27, 2025 at 5:26 PM
Fucking hate Unreal's tonemapping. It's so bad.
October 14, 2025 at 6:08 AM
stumbled onto a really good screenshot from Bloodborne PC. this is using my remaster mod, but also reshade for TAA, very slight tonemapping, and the large scale perceptual obscurance irradiance shader
December 3, 2024 at 3:26 PM
We're hard at work this week getting more features complete. We made several changes in 1 day already;

- New flip horizontal button in image viewer
- Improved colour accuracy tonemapping in model viewer
- Improved pixel font
- Keyboard controls
- Designed backend systems ready for implementation
March 25, 2025 at 10:16 AM
I was struggling trying to get the HUD colors to line up with the color palette I have for the game. Just now I discovered that Unreal has been tonemapping my post process colors this whole time and the HUD was really correct.

Great, now I have to fix my eyes after 6months of over saturated colors.
May 13, 2025 at 2:40 AM
IIRC BotW and TotK didn't use tonemapping -- all the shaders just passed SD colors in the device space. That's more artistic, but makes the math more annoying (esp around mixing and clamping). I think a lot of the Unreal-comparison is just that this is now tonemapping, too.
September 8, 2026 at 9:01 PM
i think studying tonemapping too much is a recipe for madness, much like procedural noise
July 10, 2026 at 4:30 AM
For Rock's #ECK #PostProcess #Reveal Challenge (below) I thought about focusing on one small element of this huge, beautiful photo, but decided to go holistically.

First, I used some tonemapping to bring out the hidden details (l), and then went nuts (r) to bring out its inner alien landscape.
May 18, 2026 at 1:49 PM
every single day i see beautiful art direction assassinated by unreal engine tonemapping 😭
March 6, 2025 at 5:49 PM
no HDR to HDR to HDR + ACES tonemapping
September 27, 2026 at 6:53 AM