Tonemapping
What is it
In s&box, tonemapping is a built-in post-processing effect that remaps HDR colors for display, which by default can appear dark until tuned. You can run other post-processing effects before or after tonemapping to use a full HDR buffer, or to use the resulting LDR buffer respectively.
s&box supports multiple different tonemappers, each with different ways of mapping HDR content to LDR, which affect the appearance of your scene. You can pick whichever you prefer.
How to use it
On your camera GameObject, add a Tonemapping component.
Properties
The s&box tonemapping component supports the following properties:
Mode: the tonemapping operator algorithm (e.g., Reinhard, ACES).
Auto Exposure
Auto Exposure Enabled: toggles automatic exposure adaptation.
Minimum Exposure: lower bound for exposure when auto exposure is active.
Maximum Exposure: upper bound for exposure when auto exposure is active.
Rate: speed at which exposure adapts to scene brightness changes.
Modes
The s&box tonemapping component has the following modes available:
Hable Filmic
Hable Filmic on Construct with default exposure settings

Hable Filmic on Construct with default exposure settings
Source 2’s default tonemapper. Preserves detail in dark areas well, but loses punchiness in brighter areas.
ACES
ACES on Construct with default exposure settings

ACES on Construct with default exposure settings
Filmic, very punchy, and has very high levels of contrast.
Reinhard-Jodie
Reinhard-Jodie on Construct with default exposure settings

Reinhard-Jodie on Construct with default exposure settings
Low contrast, but good for most environments.
Linear
Linear on Construct with default exposure settings

Linear on Construct with default exposure settings
Unbiased and only applies exposure.
AgX
AgX on Construct with default exposure settings

AgX on Construct with default exposure settings
The same tonemapper used by Blender. Similar saturation and detail to ACES, but lifts darker areas slightly more. Great for outdoor areas.