Description
The shading rejection needs to have a representative idea how bright a linear color pixel ends up displayed to the user. And the shading rejection detect if a color become to changed to be visible in the back buffer by comparing to MeasureBackbufferLDRQuantizationError().
It is important to have TSR's MeasureBackbufferLDRQuantizationError() ends up distributed uniformly across the range of color intensity or it could otherwise disregard some subtle VFX causing ghostin.
This controls adjusts the exposure of the linear color space solely in the TSR's rejection heuristic, such that higher value lifts the shadows's LDR intensity, meaning MeasureBackbufferLDRQuantizationError() is decreased in these shadows and increased in the highlights, control directly.
The best TSR internal buffer to verify this is TSR.Flickering.Luminance, either with the "show VisualizeTemporalUpscaler" command or in DumpGPU with the RGB Linear[0;1] source color space against the Tonemaper's output in sRGB source color space.