# Auto Exposure The **Auto Exposure** effect simulates how the human eye adjusts to changes in brightness in real-time. To do this, it dynamically adjusts the exposure of an image to match its mid-tone. In Unity, this effect generates a histogram on every frame and filters it to find the average luminance value. This histogram and the **Auto Exposure** effect requires [Compute shader](https://docs.unity3d.com/Manual/class-ComputeShader.html) support. ![](images\autoexposure.png) ### Properties **Exposure** settings: | Property | Function | | :--------------------- | :------------------------------------------------------------ | | Filtering | Set the lower and upper percentages of the histogram that find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance. | | Minimum | Set the minimum average luminance to consider for auto exposure in EV. | | Maximum | Set the maximum average luminance to consider for auto exposure in EV. | | Exposure Compensation | Set the middle-grey value to compensate the global exposure of the scene. | **Adaptation** settings: | Property | Function | | :---------- | :------------------------------------------------------------ | | Type | Select the Adaptation type. **Progressive** animates the Auto Exposure. **Fixed** does not animate the Auto Exposure. | | Speed Up | Set the Adaptation speed from a dark to a light environment. | | Speed Down | Set the Adaptation speed from a light to a dark environment. | ### Details Use the `Filtering` range to exclude the darkest and brightest part of the image so that very dark and very bright pixels do not contribute to the average luminance. Values are in percent. `Minimum`/`Maximum` values clamp the computed average luminance into a given range. You can set the `Type` to `Fixed` and it will behave like an auto-exposure setting. You can debug the exposure in your scene with the **Post-process Debug** component. To do this, add the **Post-process Debug** component to your Camera and enable the **Light Meter** monitor. The Light Meter monitor creates a logarithmic histogram that appears in the **Game** window. This displays information about the exposure in your scene in real time. For more information, see [Debugging](#Debugging). ![](Images\Ppv2 _ Debugging_Light meter_Graph.png) The Light Meter monitor. ### Requirements - Compute shader - Shader model 5