Contents

exposureTexture

The exposure texture this scaler uses.

Declaration

var exposureTexture: (any MTLTexture)? { get set }

Discussion

Create and assign a 1x1 MTLPixelFormatR16Float texture to assign to this property. MetalFX reads the R channel of the texel at position (0,0) and uses it as the exposure value. It then uses this value to multiply the input color.

For best performance, use the GPU to generate the exposure value and store it into this texture.