Engine API Reference - v2.24.0-beta.13
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    Class ColorEnhanceEffect

    The color enhancement effect, a postprocessing technique that provides HDR-aware adjustments for shadows, highlights, midtones, vibrance, and dehaze. Shadows and highlights allow selective adjustment of dark and bright areas of the image, vibrance is a smart saturation that boosts less-saturated colors more than already-saturated ones, and dehaze removes atmospheric haze to increase clarity and contrast.

    Applied in linear HDR space, before tone mapping and before the color grading.

    Every CameraFrame constructs and registers one, available as CameraFrame#colorEnhance.

    Hierarchy (View Summary)

    Index
    cameraFrame: CameraFrame | null = null

    The camera frame the effect is registered with, or null.

    dehaze: number = 0

    The dehaze adjustment, -1 to 1 range. Positive values remove atmospheric haze, increasing clarity and contrast. Negative values add a haze effect. Defaults to 0.

    The graphics device.

    enabled: boolean = false

    Whether color enhancement is enabled. Defaults to false.

    highlights: number = 0

    The highlight adjustment, -3 to 3 range. Uses an exponential curve where -3 gives 0.125x, 0 gives 1x, and +3 gives 8x brightness on bright areas. Defaults to 0.

    midtones: number = 0

    The midtone adjustment, -1 to 1 range. Positive values brighten midtones, negative values darken midtones, with shadows and highlights more strongly preserved than by a linear exposure change. Defaults to 0.

    shadows: number = 0

    The shadow adjustment, -3 to 3 range. Uses an exponential curve where -3 gives 0.125x, 0 gives 1x, and +3 gives 8x brightness on dark areas. Defaults to 0.

    vibrance: number = 0

    The vibrance (smart saturation), -1 to 1 range. Positive values boost saturation of less-saturated colors more than already-saturated ones. Negative values desaturate. Defaults to 0.

    • get cameraExposureScale(): number

      Gets the scale the effect applies to the exposure of the camera this frame, multiplying the exposure of the scene, or of the physical camera with physical units - for effects adapting the exposure to what the camera sees. Read every frame while the effect takes part, after CameraFrameEffect#frameUpdate; the camera frame applies the product of the scales of the effects taking part, and the camera renders with its own exposure again once none does. Defaults to 1.

      // an effect brightening the image by one stop
      get cameraExposureScale() {
      return 2;
      }

      Returns number

    • get chunkName(): string

      Gets the name the compose chunk can be overridden under in ShaderChunks, the same way as the built-in chunks. Derived from the id as compose<Id>PS unless given.

      Returns string

    • get defineName(): string

      Gets the define set on the compose shader while the effect is active: the id in upper snake case, colorEnhance giving COLOR_ENHANCE.

      Returns string

    • get entryPoint(): string

      Gets the name of the function the composition calls at the effect's slot. Derived from the id as apply<Id> unless given. The signature depends on the slot: colour slots take (vec3 color, vec2 uv) and return the colour, COMPOSESLOT_SCENE takes and returns a vec4.

      Returns string

    • get requires(): string[]

      Gets the frame resources the effect needs, the FRAMERESOURCE_* constants - for its passes, or for its compose chunk, such as the scene depth. The camera frame provides them while the effect is active. Requirements which depend on the device are computed when constructing the effect; override this as a getter when they depend on a parameter, and the camera frame provides what it returns from the next CameraFrame#update.

      Returns string[]

    • get slot(): string | null

      Gets the compose slot the entry function is called at, or null for an effect that does not take part in the composition.

      Returns string | null

    • Destroys the effect, removing it from its camera frame if it is still registered and releasing everything it owns, the passes it created included. Subclasses which create resources in their constructor release them in an override, calling super.destroy(). The removal takes effect for the frames rendered after the next CameraFrame#update, which is due before the next frame renders.

      Returns void

    • Called every frame while the effect takes part in the frame, while the frame is being prepared and before any pass renders, with the values of that frame. Most effects do not need it: their configuration belongs in CameraFrameEffect#update, which runs only when the camera frame is updated. Values derived from the resolution, which can change without an update, are computed here from the sizes in the frame, or in the shader from sceneTextureSize. Anything which changes over time advances here by the time of the frame, its dt.

      Parameters

      Returns void

    • Sets a define on the compose shader. The define persists until changed, so fixed defines can be set once in the constructor and those depending on the parameters from CameraFrameEffect#update. A value of false, null or undefined removes it. Changing a define rebuilds the compose shader.

      Parameters

      • name: string

        The define name.

      • value: any

        The value.

      Returns void