Experimenting with alternative tonemappers while keeping Unreal's color grading workflow

I’ve been experimenting with alternative tonemappers in Unreal recently.

There are already several ways to replace the default tonemapper (existing plugins, Post Process Materials, SceneViewExtension, etc). But each approach I’ve looked at comes with tradeoffs.

What I’m specifically interested in is something narrower: changing the tone curve while keeping Unreal’s existing Post Process Volume color grading workflow intact.

One of the things that sent me down this rabbit hole was how bright saturated colors behave through the default Filmic tonemapper. As intensity increases, saturated colors can shift significantly. Red towards orange/yellow is a particularly obvious example.

I’ve been experimenting with AgX, Khronos PBR Neutral and a few other curves to see how they behave differently, while looking for a workflow that doesn’t require replacing the rest of Unreal’s post-processing pipeline.

I’ll share some comparisons once the forum lets me upload images :slight_smile:

In the meantime, I’d be interested to hear how others have approached this. Particularly, if you’ve tried changing the tone curve while preserving Unreal’s native grading controls.