H Auto Exposure URP (Eye adaptation for URP) View on Asset Store (opens in new tab)

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Latest version
1.1
Last updated
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Unity version
6000.4.3 or later
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145.1 MB
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H Auto Exposure URP (Eye adaptation for URP)

by H Assets - H Works Interactive (opens in new tab)

5.0 / 5 · 3 ratings

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Automatic eye-adaptation exposure for URP - average/mask/procedural metering, histogram, curve mapping, physical camera, per-camera adaptation. Unity 6 / URP 17 RenderGraph. Effectively free.

Price $15.00

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Last 6 months

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Price history for H Auto Exposure URP (Eye adaptation for URP), 6 months Current $15.00; lowest $10.50; highest $15.00 in this period. $0 $10 $20 Sep Oct Nov

Asset preview

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H Auto Exposure URP (Eye adaptation for URP) screenshot 1

H Auto Exposure URP (Eye adaptation for URP) screenshot 1

About this asset

Identical word for word again, with the same layout differences. Auto Exposure has a changelog page, so it gets "Documentation & Full Changelog".

Automatic exposure (eye adaptation) for URP, with the metering, histogram and curve controls you'd expect from a AAA pipeline, for practically nothing.

URP has no built-in auto-exposure, so walk from shade into sun and the image either blinds you or crushes to black. Manual exposure keys don't survive dynamic lighting or a day/night cycle. This asset is a full auto-exposure model, inspired by HDRP's exposure system and adapted for URP.

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How it works

The camera measures scene luminance and eases exposure over time, all driven from an Exposure Volume override, exactly the way you already drive URP post-processing.

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Performance

Physically-based EV100 math on a tiny compute pass, with a per-camera 1×1 ping-pong exposure texture. No full-res readback buffers, no pipeline stalls. It's effectively free; you won't find it in your frame budget. Developed and tested on Unity 6+ / URP 17+ (RenderGraph).

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Features

◆ Metering modes: full-screen average, texture mask-weighted, and procedural (spot / center).

◆ Histogram metering. Ignore the darkest and brightest percentiles for rock-steady results.

◆ Curve mapping. Remap measured brightness to exposure with your own curve.

◆ Physical Camera and Fixed exposure modes.

◆ Adaptation speed, dark→light and light→dark, progressive or instant.

◆ Exposure compensation, min/max EV limits, and target mid-grey.

◆ Per-camera exposure state. Correct with split-screen and multiple cameras.

◆ One Render Feature plus an Exposure Volume override, with a clean mode-driven inspector.

◆ RenderGraph native. Full source, no DLLs.

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Easy Setup

1. Add the Render Feature to your Universal Renderer.

2. Add the Exposure Volume override.

3. Pick a mode, set your min/max, done.

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Good to know

• Unity 6+ / URP 17+ with RenderGraph only.

• Needs a compute-capable GPU (no GLES2).

• Adaptation is eased over time by design. That's the eye-adaptation effect; set the speeds, or use Fixed for an instant value.

• Min/Max EV are hard-limited to a sane range, on par with pro pipelines.

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Battle-Tested in Production

Built for our own game, not a tech demo. H_AutoExposure exists because Silent Strike, our in-development tactical shooter, needed believable exposure as players move between dark interiors and bright exteriors, at effectively no cost. It's been hardened in real scenes and real player builds, in actual gameplay.

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See for yourself

Download the demo here.

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Support

Documentation & Full Changelog: https://hworksinteractive.com/hassets/hautoexposure

Support email: [email protected]

Discord: https://hworksinteractive.com/discordinvite

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.3f1 Not listed Compatible Not listed

As listed on the Asset Store.