HDR Tone Mapping Attempt

I’m attempting to implement some HDR Tone Mapping but am seeing some artifacts in my textures that lead me to believe that data is being lost somewhere.

Artifacts are especially apparent in the third picture (top-left)

Here are the results I’m getting:



Here are the artifacts I’m talking about:

The HDR textures I’m using are 32 bit exr’s, set to 32bit in the texture importer.

I’m setting the render to texture to ARGB32 like so:

        RenderTexture rtHDR = RenderTexture.GetTemporary (source.width, source.height , 0, RenderTextureFormat.ARGB32); 
        m_HDR_Material.SetTexture ("_HDR", rtHDR);
        Graphics.Blit (source, rtHDR);

Any idea why I’m getting artifacts? Am I missing something simple?

this is just a shot in the dark,but if you do multiplication/division with some constant in the shader,make sure its a float,e.g. 2.0 not just 2.
Its kinda hard to say what the problem is without seeing the code.

Thanks for the reply multivac, I am double checking my code for ints.

the code seems okay,could it be that you’ve just reached the precision limit of Unity?
I think it doesn’t really support true HDR bitmaps,only 8 bits/channel…

Can you post the script for this shader?