Add a Tonemapping and Exposure page for Gaussian splats - #1164
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mvaligursky wants to merge 3 commits into
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Add a Tonemapping and Exposure page for Gaussian splats#1164mvaligursky wants to merge 3 commits into
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Splats are unlit, so it is not obvious that the camera tone curve, the scene exposure and fog still apply to their stored colors. Documents that pipeline plus the two switches that opt out of it: the new Scene.gsplat.useTonemap and the existing Scene.gsplat.useFog. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The scene settings keys are editor/serialization plumbing, not the API to point users at - the Scene.gsplat properties are. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Documents how Gaussian splat colors reach the framebuffer, and how to take them out of that pipeline.
Splats are unlit, which makes it easy to assume nothing in the scene affects them — but their output still goes through the camera tone curve,
Scene.exposureand fog, so grading the lit content of a scene also shifts the splats. The new page covers that, the two opt-out switches, and what each one does:Scene.gsplat.useTonemap— skips the tone curve and the exposure multiplier for splats only (engine PR Add scene.gsplat.useTonemap to opt Gaussian splats out of tonemapping and exposure engine#9229).Scene.gsplat.useFog— existing, previously undocumented.It also notes that the two are independent (fog still applies with tonemapping off), that both are scene-wide rather than per-component, and lists the equivalent
applySceneSettingskeys.Added to the sidebar under Building Splat Applications, after Fisheye Rendering.
Notes for reviewers
Draft: gated on the 2.22 engine release.
Scene.gsplat.useTonemaplands with playcanvas/engine#9229, so this should only be merged once 2.22 ships and the API reference has it. Everything else on the page describes existing behavior.npm run lintandnpm run buildboth clean.