ENBSeries wrote:
At this moment you can only use tricks with bloom shader, it's prepass pixel shader output used to compute adaptation texture (and not just it), so if you ignore bloom and make it's output as value you wish to be average brightness, it will be forced even in time dependent adaptation (but bloom will be corrupted).
With texture you mean that type of textures texColor, texNoise etc? So I basically have to create a new texture whose information is that average brightness and I use that texture in a next pass?