Since the GameView appears to be clamped to 8bit color, any tonemapping mapping like ACES or Custom curve does not seem to have the full range uf unclamped info available to properly tonemap the image.
This becomes claringly apparant, when either switching to Neutral, Aces or adjusting a custom curve. The resulting image in Gameview is dull and clearly not correct.
Is there a way I can correctly see the correct output? If I for example use Recorder and output unclamped EXR image from a targeted camera, will I get a correct image or it will still be based on the clamped gameview image?
The guys let me know that I should make sure Dithering is disabled on my cam. After I did that, it fixed the clamped output for me, and the world makes a little more sense now…
If you’re exporting EXR files, you need to ensure that you’re taking into consideration linear and log conversions.
I’ve so attached an image of one of our upcoming asset documentation that might be useful for inside engine, but you’ll find that you can use the render pipeline debugger to display the colour values before tonemapping in linear via scene view.
In terms of ACES tonemapping though, you shouldn’t be seeing values @ 255 or 0
But if you’re taking screenshot, or screen values, or EXR without converting the LOG values back to an LDR range ( where you would normally end up seeing blown highlights and crushed backs if not remapped)