Tonemapping Color Grading Allocations

We are using the latest image effects from bitbucket and Unity 5.4.0f3.

When we turn on Eye Adaptation in the Tonemapping Color Grading, the profiler is reporting allocations every frame (see attached image).

Am I reading this correctly? Additionally the OnGUI function in TonemappingColorGrading.cs causes same frame allocations as well. Is there a way to avoid this (other than commenting out the function)?

Thanks!

I also have the same issue. Tonemapping takes more CPU than SSR at default settings. Seems that Color Grading is the culprit of the large amount of allocations. I have been waiting to see if this would be resolved as it has been this way since I began to use it in the very early alpha releases.

Fixed ! No more allocation per frame for eye adaptation :slight_smile:

If you don’t want to wait for the next asset store update you can grab it on BitBucket.

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