First, thank you for exposing Unity's Post Processing settings to us. Lots of very cool toys.
One that is near and dear to my heart is Eye Adaptation, which I'm assuming is using the "Auto Exposure" settings of Unity. I spent some considerable time on shader support for MGE XE to get proper luminosity and chroma desaturation eye adaptation in Morrowind, and it ended up very immersive (except for horrors about the Morrowind rendering engine that made it generate a blinding flash every time it paused to load a cell). None of which is particularly relevant except to explain where I'm coming from... (I'd love to talk about it, but it's irrelevant unless we can write a shader that has access to the filtered average brightness from the Auto Exposure system -- nudge, nudge, wink, wink to anyone deep enough inside Unity to know how this could happen)
How hard would it be to expose Unity's Auto Exposure sliders to us through your mod? The settings that get used currently lead to darkening and muddying out the sky (ruins Enhanced Sky) and other bright scenes, and limits the amount of dark adjustment that your eyes can do.
https://docs.unity3d.com/Packages/com.u ... osure.html
If it's relatively easy, it would be great to expose all of the sliders (Filtering% (low/high), Minimum EV, Maximum EV, Exposure Compensation (the description of that sounds like "gray level" might be better, but I'm not sure), Speed Up, and Speed Down). I feel fairly strongly that "Type" should always be "Progressive", or else this isn't Eye Adaptation. If all of the sliders were available, those of us with too much time on our hands and too much obsession could play with them to find various settings and then export various presets for people to play with.
If it's a pain to expose these, then I would rank the importance:
- Maximum - Lets the player decide whether or not they want to tone down bright scenes. This would solve the muddiness problem that currently forces me to disable Eye Adaptation. I suspect that the scene is never actually so bright that the user would want exposure to kick in. Noon outside looks fine without any exposure compensation, and looking at the sun is blinding no matter how long you do it (until your retinas stop functioning, but that's not really "adaptation")
- Minimum - Lets the player decide how dark-adapted they're willing to let their eyes become. Could render torches somewhat irrelevant, but if the effect is slow, spells and built-in light sources will be blinding (as they should be ) Useful for slow sneaky types who just have to pay the patience cost for living in shadows. Also useful for people who want to play Khajiit or other other characters who thematically have Night Eye built in.
- Speed Down - Lets the player decide how rapidly they become dark-adapted.
- Speed Up - Lets the player decide how soon they can quit screaming when they step out of a dungeon at noon...
- Exposure Compensation - Lets the player decide where they like their midpoint to be, which is just a matter of taste, monitor behavior, and real-world ambient lighting...
- Filtering - at this point everything is available
And, of course, I could have Min/Max backwards because I'm just going from that documentation page and haven't been able to play with any of this directly.
With gratitude, bated breath, and crossed fingers,
Digital Monk
P.S. I have no idea how hard this is to do, but if these settings could be changed while inside the game, that would be spectacular. I've seen a couple of console commands for changing mod settings and post processing settings, but they didn't work for me (may be a Linux thing, may be something I've failed to configure properly)