You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Color grading is the process of altering or correcting the color and luminance of the final image. You can think of it like applying filters in software like Instagram.
4
-
5
-
6
-

7
-
3
+
The **Color Grading** effect alters or corrects the color and luminance of the final image that Unity produces. For more information on the **Color Grading** effect, see the Color Grading documentation in the Unity manual.
8
4
9
5
The **Color Grading** effect comes with three modes:
10
6
11
-
-**Low Definition Range:**this mode is aimed at lower-end platforms but it can be used on any platform. Grading is applied to the final rendered frame clamped in a [0,1] range and stored in a standard LUT.
12
-
-**High Definition Range:**this mode is aimed at platforms that support HDR rendering. All the color operations will be applied in HDR and stored into a 3D log-encoded LUT to ensure a sufficient range coverage and precision (Alexa LogC El1000).
13
-
-**External:**this mode allows you to provide a custom 3D LUT authored in an external software.
7
+
-**Low Definition Range (LDR):**ideal for lower-end platforms. Grading is applied to the final rendered frame clamped in a [0,1] range and stored in a standard LUT.
8
+
-**High Definition Range (HDR):**ideal for platforms that support HDR rendering. All color operations are applied in HDR and stored into a 3D log-encoded LUT to ensure a sufficient range coverage and precision (Alexa LogC El1000).
9
+
-**External:**for use with custom 3D LUTs authored in external software.
14
10
15
11
### Requirements
16
12
@@ -20,50 +16,37 @@ See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/
20
16
21
17
## Global Settings
22
18
19
+
These settings are only available for **Low Definition Range** and **External** modes.
23
20
24
21

25
22
26
-
27
-
> **Note:** these are only available for the **Low Definition Range** and **External** modes.
| Lookup Texture |**LDR:** A custom lookup texture (strip format, e.g. 256x16) to apply before the rest of the color grading operators. If none is provided, a neutral one will be generated internally.<br />**External**: A custom 3D log-encoded texture. **TODO:** tutorial |
34
-
| Contribution |**LDR:** How much of the lookup texture will contribute to the color grading. |
35
-
36
-
> **Note:** volume blending between multiple LDR lookup textures is supported but only works correctly if they're the same size. For this reason it is recommended to stick to a single LUT size for the whole project (256x16 or 1024x32).
37
-
38
-
## Tonemapping
27
+
| Lookup Texture |**LDR:** Select a custom lookup texture (strip format, e.g. 256x16) to apply before the rest of the color grading operators. If none is provided, a neutral one will be generated internally.<br /><br />**External**: A custom 3D log-encoded texture.|
28
+
| Contribution |**LDR:** Set how much of the lookup texture will contribute to the color grading. |
39
29
40
-
Tonemapping is the process of remapping HDR values of an image into a range suitable to be displayed on screen. Tonemapping should always be applied when using an HDR camera, otherwise values color intensities above 1 will be clamped at 1, altering the scenes luminance balance.
30
+
> **Note:** Volume blending between multiple LDR lookup textures is supported but only works correctly if they're the same size. For this reason it is recommended to stick to a single LUT size for the whole project (256x16 or 1024x32).
41
31
42
-
The **High Definition Range** mode comes with 4 tonemapping operators:
43
-
44
-
-**None:** no tonemapping will be applied.
45
-
-**Neutral:** only does range-remapping with minimal impact on color hue & saturation and is generally a great starting point for extensive color grading.
46
-
-**ACES**: uses a close approximation of the reference [ACES](http://www.oscars.org/science-technology/sci-tech-projects/aces) tonemapper for a more filmic look. Because of that, it is more contrasted than **Neutral** and has an effect on actual color hue & saturation. Note that if you enable this tonemapper all the grading operations will be done in the ACES color spaces for optimal precision and results.
47
-
-**Custom:** a fully parametric tonemapper.
48
-
49
-
50
-

51
32
33
+
## Tonemapping
52
34
53
-
> **Note**: these are only available for the **High Definition Range** mode.
35
+
**Tonemapping** remaps the HDR values of an image into a range suitable to be displayed on screen. Always apply **Tonemapping** when using an HDR camera, otherwise values color intensities above 1 will be clamped at 1, altering the Scene's luminance balance.
54
36
55
37
### Properties
56
38
57
-
> **Note**: **Custom** is the only tonemapper with settings.
| Toe Strength | Affects the transition between the toe and the mid section of the curve. A value of 0 means no toe, a value of 1 means a very hard transition. |
62
-
| Toe Length | Affects how much of the dynamic range is in the toe. With a small value, the toe will be very short and quickly transition into the linear section, and with a longer value having a longer toe. |
63
-
| Shoulder Strength | Affects the transition between the mid section and the shoulder of the curve. A value of 0 means no shoulder, value of 1 means a very hard transition. |
64
-
| Shoulder Length | Affects how many F-stops (EV) to add to the dynamic range of the curve. |
65
-
| Shoulder Angle | Affects how much overshot to add to the shoulder. |
66
-
| Gamma | Applies a gamma function to the curve. |
43
+
| Mode | Only available in the **High Definition Range** mode. Select the Tonemapping mode from the dropdown menu.</br> **None**: No **Tonemapping** applied.</br> **Neutral**: Applies a range-remapping with minimal impact on color hue and saturation. </br> **ACES**: Applies a close approximation of the reference [ACES](http://www.oscars.org/science-technology/sci-tech-projects/aces) tonemapper for a cinematic look. This effect has more contrast than **Neutral** affects color hue and saturation. When this tonemapper is enabled, all grading operations are performed in the ACES color spaces for optimal precision and results.</br> **Custom**: A fully parametric tonemapper. This is the only tonemapper with its own settings. |
44
+
| Toe Strength | Set a value for the transition between the toe and the mid section of the curve. A value of 0 means no toe, a value of 1 means a very hard transition. |
45
+
| Toe Length | Set the value for how much of the dynamic range is in the toe. With a small value, the toe will be very short and quickly transition into the linear section, and with a longer value having a longer toe. |
46
+
| Shoulder Strength | Set the value for the transition between the mid section and the shoulder of the curve. A value of 0 means no shoulder, value of 1 means a very hard transition. |
47
+
| Shoulder Length | Set the value for how many F-stops (EV) to add to the dynamic range of the curve. |
48
+
| Shoulder Angle | Set the value for how much overshot to add to the shoulder. |
49
+
| Gamma | Set the value for applying a gamma function to the curve. |
67
50
68
51
## White Balance
69
52
@@ -75,8 +58,8 @@ The **High Definition Range** mode comes with 4 tonemapping operators:
| Post-exposure | Adjusts the overall exposure of the scene in EV units. This is applied after HDR effect and right before tonemapping so it won’t affect previous effects in the chain.<br />**Note:** Only available with the **High Definition Range** mode. |
92
-
| Color Filter | Tints the render by multiplying a color. |
93
-
| Hue Shift | Shifts the hue of all colors. |
94
-
| Saturation | Pushes the intensity of all colors. |
95
-
| Brightness | Makes the image brighter or darker.<br />**Note:** Only available with the **Low Definition Range** mode. |
96
-
| Contrast | Expands or shrinks the overall range of tonal values. |
74
+
| Post-exposure | Only available in the **High Definition Range** mode. </br>Set the value for the overall exposure of the scene in EV units. This is applied after HDR effect and right before tonemapping so it won’t affect previous effects in the chain. |
75
+
| Color Filter | Select a color for the Tint of the render. |
76
+
| Hue Shift | Adjust the hue of all colors. |
77
+
| Saturation | Adjust the intensity of all colors. |
78
+
| Brightness | Only available in the **Low Definition Range** mode. </br>Adjust the brightness of the image.<br />**Note:**|
79
+
| Contrast | Adjust the overall range of tonal values. |
80
+
97
81
98
82
## Channel Mixer
99
83
100
-
This is used to modify the influence of each input color channel on the overall mix of the output channel. For example, increasing the influence of the green channel on the overall mix of the red channel will adjust all areas of the image containing green (including neutral/monochrome) to become more reddish in hue.
84
+
Use the **Channel Mixer** to modify the influence of each input color channel on the overall mix of the output channel. For example, increasing the influence of the green channel on the overall mix of the red channel will adjust all areas of the image containing green (including neutral/monochrome) to become more reddish in hue.
101
85
102
86
103
87

@@ -107,16 +91,16 @@ This is used to modify the influence of each input color channel on the overall
| Channel |Selects the output channel to modify. |
111
-
| Red |Modifies the influence of the red channel within the overall mix. |
112
-
| Green |Modifies the influence of the green channel within the overall mix. |
113
-
| Blue |Modifies the influence of the blue channel within the overall mix. |
94
+
| Channel |Select the output channel to modify. |
95
+
| Red |Adjust the influence of the red channel within the overall mix. |
96
+
| Green |Adjust the influence of the green channel within the overall mix. |
97
+
| Blue |Adjust the influence of the blue channel within the overall mix. |
114
98
115
99
## Trackballs
116
100
117
-
The trackballs are used to perform three-way color grading. Adjusting the position of the point on the trackball will have the effect of shifting the hue of the image towards that color in the given tonal range. Different trackballs are used to affect different ranges within the image. Adjusting the slider under the trackball offsets the color lightness of that range.
101
+
Use **Trackballs**to perform three-way color grading. Adjust the position of the point on the trackball to shift the hue of the image towards that color in the given tonal range. Different trackballs are used to affect different ranges within the image. Adjust the slider under the trackball to offset the color lightness of that range.
118
102
119
-
> **Note:** you can right-click a trackball to reset it to its default value. You can also change the trackballs sensitivity by going to`Edit -> Preferences -> PostProcessing`.
103
+
> **Note:** you can right-click a trackball to reset it to its default value. To change the trackball's sensitivity go to `Edit -> Preferences -> PostProcessing`.
120
104
121
105
122
106

@@ -126,51 +110,49 @@ The trackballs are used to perform three-way color grading. Adjusting the positi
Grading curves are an advanced way to adjust specific ranges in hue, saturation or luminosity in your image. By adjusting the curves on the eight available graphs you can achieve the effects of specific hue replacement, desaturating certain luminosities and much more.
119
+
**Grading Curves** are an advanced way to adjust specific ranges in hue, saturation or luminosity in your image. Adjust the curves on the eight available graphs to replace specific hues, desaturate luminosities and more.
136
120
137
121
### YRGB Curves
138
122
139
-
These curves, also called `Master`, `Red`, `Green` and `Blue` affect the selected input channels intensity across the whole image. The X axis of the graph represents input intensity and the Y axis represents output intensity for the selected channel. This can be used to further adjust the appearance of basic attributes such as contrast and brightness.
123
+
**YRGB Curves** are only available in the **Low Definition Range** mode. These curves, also called `Master`, `Red`, `Green` and `Blue` affect the selected input channel's intensity across the whole image. The X axis of the graph represents input intensity and the Y axis represents output intensity for the selected channel. Use these curves to adjust the appearance of attributes such as contrast and brightness.
140
124
141
125
142
126

143
127
144
128
145
-
> **Note:** these curves are only available with the **Low Definition Range** mode.
146
-
147
129
### Hue vs Hue
148
130
149
-
Used to shift hues within specific ranges. This curve shifts the input hue (X axis) according to the output hue (Y axis). This can be used to fine tune hues of specific ranges or perform color replacement.
131
+
Use **Hue vs Hue**to shift hues within specific ranges. This curve shifts the input hue (X axis) according to the output hue (Y axis). Use this setting to fine tune hues of specific ranges or perform color replacement.
150
132
151
133
152
134

153
135
154
136
155
137
### Hue vs Sat
156
138
157
-
Used to adjust saturation of hues within specific ranges. This curve adjusts saturation (Y axis) according to the input hue (X axis). This can be used to tone down particularly bright areas or create artistic effects such as monochromatic except a single dominant color.
139
+
Use **Hue vs Sat**to adjust the saturation of hues within specific ranges. This curve adjusts saturation (Y axis) according to the input hue (X axis). Use this setting to tone down particularly bright areas or create artistic effects.
158
140
159
141
160
142

161
143
162
144
163
145
### Sat vs Sat
164
146
165
-
Used to adjust saturation of areas of certain saturation. This curve adjusts saturation (Y axis) according to the input saturation (X axis). This can be used to fine tune saturation adjustments made with settings from the **Tone** section.
147
+
Use **Sat vs Sat**to adjust the saturation of areas of certain saturation. This curve adjusts saturation (Y axis) according to the input saturation (X axis). Use this setting to fine tune saturation adjustments made with settings from the [**Tone**](#tone) section.
166
148
167
149
168
150

169
151
170
152
171
153
### Lum vs Sat
172
154
173
-
Used to adjust saturation of areas of certain luminance. This curve adjusts saturation (Y axis) according to the input luminance (X axis). This can be used to desaturate areas of darkness to provide an interesting visual contrast.
155
+
Use **Lum vs Sat**to adjust the saturation of areas of certain luminance. This curve adjusts saturation (Y axis) according to the input luminance (X axis). use this setting to desaturate areas of darkness to provide an interesting visual contrast.
0 commit comments