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# Sample Scenes

The package includes sample scenes for common workflows.

Path:

```
Assets/AsyncAutoExposure/Samples/Scenes/
```

## 01\_BasicWebcam

Basic webcam processing with `AsyncAutoExposure`.

Use this to learn the simplest live camera workflow.

Main script:

```
Assets/AsyncAutoExposure/Samples/Scripts/BasicAutoExposureExample.cs
```

It creates a `WebCamTexture`, processes updated camera frames, and displays live brightness and exposure values.

## 02\_Advanced

Demonstrates parameter control and runtime tuning.

Use this to compare target brightness, adaptation speed, exposure limits, downsample factor, and readback frame skip.

Main script:

```
Assets/AsyncAutoExposure/Samples/Scripts/AdvancedAutoExposureExample.cs
```

It can process a webcam with or without an optional mask and shows original and processed outputs.

## 03\_Masked

Demonstrates mask-based exposure.

Use this when foreground brightness should be measured separately from the background.

Main script:

```
Assets/AsyncAutoExposure/Samples/Scripts/MaskedAutoExposureExample.cs
```

It accepts a source texture, a mask texture, or falls back to webcam input when no source texture is assigned.

## 04\_VideoPlayer

Demonstrates exposure correction on video playback.

Use this for cutscenes, video previews, and media UI.

Main script:

```
Assets/AsyncAutoExposure/Samples/Scripts/VideoAutoExposureExample.cs
```

It reads from `VideoPlayer.targetTexture`, displays the processed output in a `RawImage`, and can also assign the output to a material.

## 05\_UIComponents

Demonstrates `AutoExposureRawImage` and `AutoExposureImage`.

Use this to test drag-and-drop UI component workflows.

Main script:

```
Assets/AsyncAutoExposure/Samples/Scripts/UIComponentExample.cs
```

It shows alpha-aware processing for a `RawImage` and a sprite `Image`. The sprite path uses an output `RawImage` to show the processed result.

## Demo Control Panel

The scenes use `ExposureDemoPanel.cs` and `IExposureDemoControls.cs` for shared runtime sliders:

* Target Brightness
* Adjustment Speed
* Min Exposure
* Max Exposure
* Downsample Factor
* Readback Frame Skip
* Alpha-aware metering toggle where supported
* Reset to defaults

## Sample Assets

Sample textures live in:

```
Assets/AsyncAutoExposure/Samples/SampleAssets/
```

Included assets cover colorful, landscape, portrait, alpha sprite, masked source, mask texture, video poster, and a video render texture/material setup.

## Notes

* Webcam scenes require camera permission on platforms that enforce it.
* Sample UI uses TextMeshPro labels.
* The samples are meant as tuning references; copy only the workflow you need into production code.


---

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