You can change the tone mapping type and set the exposure and whitepoint in the WebGLRenderer. See the docs and the WebGL / ToneMapping example.
However the overall brightness and contrast are probably being applied as post processing effects - have a look at postprocessing / nodes to see an example of this.
I’m not sure about the sharpness setting specifically - but all the rest of the settings you linked can be applied as post processing. Have a look through the postprocesing examples, you’ll find DOF, SSAO, Grain and lots of other effects being used.