# Exclude Primitive from Eye-adaptation and Tone-mapping

**URL:** <https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032>\
**Category:** Rendering\
**Tags:** Post-Processing, Eye-Adaptation, unreal-engine, Tonemapping, Rendering, question\
**Created:** [November 5, 2019, 1:24am UTC](https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032 "2019-11-05T01:24:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_fb65f8351](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fb65f8351](https://forums.unrealengine.com/u/anonymous_user_fb65f8351)\
**Post date:** [November 5, 2019, 1:24am UTC](https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032/1 "2019-11-05T01:24:13Z")

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I currently have a billboard material that I would like to exclude from the eye adaptation and tone mapping passes, but there does not seem to be an ideal way to do it.

My current thinking is to write to a custom depth buffer to enable those post processing passes in the shader. I was also thinking to create a scene capture to another render target with the same depth, and then blit the result after tone-mapping. Both of these methods would be entirely too expensive.

Is there a supported method for excluding primitives from eye-adaptation or tone-mapping, or any post-processing passes for that matter?

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**Author:** ![SVServer](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SVServer](https://forums.unrealengine.com/u/SVServer)\
**Post date:** [May 26, 2020, 3:23pm UTC](https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032/2 "2020-05-26T15:23:44Z")

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Your question is partially answered here :  
[link text](https://answers.unrealengine.com/questions/254543/disable-eye-adaptation-from-widgets-only.html?childToView=962028#answer-962028)
