Local exposure is in UE5-Main

Im writing here because seems like there are almost no LocalExposure threads and this is the main one. I havent found much documentation on the topic if any.

The implementation of local exposure is terrible and its on by default. It causes a dark halo around any high intensity are on the screen.

A simple emissive particle:

LE:

No LE:

LE + no bloom:

No LE+no bloom:

LE (low highlight contrast so the artifact is clearly visible):

The effect becomes very clear as the emissive increases:

Its clearly visible even on the image you posted:

Local exposure is introducing artifacts on the final image on the current implementation and only creates more problems by being on by default, messing even more the contribution of each system to the final image. On top of that its a very specific solution for very specific content, it shouldn’t be activated by default.

I doubt local exposure to be necessary when creating VFX/materials/animations/inspecting meshes. I dont want to see this when creating content as its only relevant for final image touches ideally and for lightning at most.

And no that’s not how our eyes work. Its a “solution” to ease the limited precision of the scene lightning.

More info on local exposure and very interesting read:

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