Added tone mapper from Uncharted 2 to the demo.
Using modified tenderer with hdr , gamma correction and msaa x4.
Figuring out how parameters change the tonemapper curve shape is not really intuitive, but is one of the best I have seen for flexibility.
This is a filmic tone mapper so made to simulate the response curve of a real film,but you can customise this cuve a lot.
There is no perfect tone mapper and seeing it as something just to make all the details pop from the hdr render buffer in some "scientific way" is very limited so i tend to like more customisable ones especially this one.
It is a real artistic tool that makes very different looks possible so I think that is good to expose and play with all curve parameters,even not physically plausible ones, so that different looks can be achieved.
You can also selectively give more contrast to specific parts of the dynamic range and or introduce clipping at will :)
It is an RGB tone mapper so it doesn't just work just on Luminosity and some saturation can get lost in the process.
I use the same curve for all channels but I also want to try with different curve per channel to see if it is pratical and what results can be obtained.
Currently i just added a channel scale and bias for color correction and the saturation control to the shader to desaturate the scene at will or recover some of the lost saturation.
Here with various parameters to make some fast styles made totally by this post effect.
It would be great to test with dynamic daylight a procedural sky.
Actually I don't have any real time soft shadows, nor the sky shader(as both are only provided in the full version).