Sets global quad rays exposure (post-exposure brightness adjustment, tone mapping).
Takes exposure (brightness multiplier, default 1.0).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
exposureDouble
Returns
Void
Quick Summary
Sets global quad rays exposure (post-exposure brightness adjustment, tone mapping).
Takes exposure (brightness multiplier, default 1.0).
Returns nothing.
Technical Exegesis...
Sets global quad rays exposure (post-exposure brightness adjustment, tone mapping). Takes exposure (brightness multiplier, default 1.0). Returns nothing. Sets g_quadRaysSettings.exposure (post-exposure parameter, applied after ray accumulation in shader).
Sets global quad rays exposure (post-exposure brightness adjustment, tone mapping). Takes exposure (brightness multiplier, default 1.0). Returns nothing. Sets g_quadRaysSettings.exposure (post-exposure parameter, applied after ray accumulation in shader). Use to brighten/darken rays independently of intensity (match HDR lighting pipeline, tone mapping adjustment), compensate for scene brightness (brighter scenes need lower exposure, darker scenes higher exposure), or artistic adjustment (creative control over ray visibility). Exposure multiplier: 0.5 = half brightness (darkens rays, subtle effect), 1.0 = default (neutral, no adjustment), 2.0 = double brightness (brightens rays, more visible), 0.0 = completely dark (invisible rays). Applied post-accumulation: intensity and decay accumulate light samples (ray tracing pass), exposure adjusts final result (tone mapping pass), similar to camera exposure adjustment (brighten/darken without changing ray characteristics). Use cases: (1) HDR matching (adjust exposure to match scene tone mapping, consistent brightness), (2) Dark scenes (increase exposure 1.5-2.5 to make rays visible in dim lighting), (3) Bright scenes (decrease exposure 0.5-0.8 to prevent ray overexposure), (4) Creative control (adjust exposure for artistic effect independent of physical parameters), (5) Contrast adjustment (lower exposure for moody atmospheric rays, higher for vibrant dramatic rays). Common patterns: dark scene = exposure 1.8 compensate for low ambient light; bright scene = exposure 0.6 prevent overblown rays; HDR matching = exposure 1.2 brighten rays to match scene tone mapping. Typical values: dim 1.5-2.5 (brighten rays in dark scenes), normal 0.8-1.2 (slight adjustment), bright 0.4-0.8 (darken rays in bright scenes), extreme 0.2 or 3.0+ (special effects, unusual lighting). Difference from intensity: intensity affects ray accumulation (light sampled during ray tracing), exposure affects final output (post-processing tone mapping), use both together (intensity for ray physics, exposure for scene integration). Immediate effect (applies next frame), no validation (accepts any value), thread-safe (set from main thread).