I recently found this interesting presentation by AMD about a tonemapping technique that features HDR channel crosstalk (among other things): https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf

It makes a pretty big difference when it comes to how these bright (but monochromatic) lights look! Left is basic Reinhard tonemapping, right is AMD.

#3D #rendering #gamedev

Incidentally, I noticed that Unity's built in renderer also looks like the first image (that is, completely monochromatic emission sources don't seem to look white regardless of intensity).