BeamNG 0.25 Fixed Built-in PostFX: HQ Bloom, Auto Exposure, Tonemapping - No ReShade! (OUTDATED) @Kirbyguy222
BeamNG 0.25 Fixed Built-in PostFX: HQ Bloom, Auto Exposure, Tonemapping - No ReShade! (OUTDATED)  @Kirbyguy222
Uploaded July 2022 | Updated September 2026, 2 weeks ago
As of BeamNG 0.27, these fixes no longer work. BeamNG has since implemented a new and advanced bloom shader; however, auto exposure is still broken and cannot be fixed by modding as far as I know.

ORIGINAL DESCRIPTION:
The BeamNG devs haven't fixed the bloom or autoexposure shaders in a few years now, so I fixed them myself.
Available here: beamng.com/threads/fixed-bloom-and-auto-exposure-postfx.87100
Because it's not using ReShade or any other injector, the UI doesn't get affected by bloom or auto exposure, as you can see in the video. The built-in PostFX also has access to the internal HDR and luminance framebuffers, which means that the sampling for bloom and auto exposure is performed accurately in linear HDR space without quality loss or banding.

Here's what changed:
Bloom no longer has a blocky appearance and now looks rounder, wider, and softer.
The Auto Exposure now has a slow adaption rate to mimic the human eye (broken in vanilla as the exposure changes instantly).
Tonemapping was changed from new default ACES to Uchimura/GT Sport and tweaked for BeamNG.
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Kirbyguy |

BeamNG 0.25 Fixed Built-in PostFX: HQ Bloom, Auto Exposure, Tonemapping - No ReShade! (OUTDATED)

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