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What Is The Toe Of A Color Curve?

Color Grading

The Color Grading event alters or corrects the color and luminance of the final image that Unity produces. You can use this to alter the look and feel of your application.

The Color Grading effect comes with three modes:

  • Low Definition Range (LDR): platonic for lower-end platforms. Grading is applied to the final rendered frame clamped in a [0,i] range and stored in a standard LUT.
  • 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).
  • External: for apply with custom 3D LUTs authored in external software.

Global Settings

Use these settings to control how the Color Grading effect operates.

The Lookup Texture and Contribution settings are only available for Low Definition Range and External modes.

Properties

Holding Function
Mode Select the Color Grading consequence mode.
Lookup Texture LDR: Select a custom lookup texture (strip format, eastward.m. 256x16) to apply before the rest of the color grading operators. If none is provided, a neutral 1 will be generated internally.

External: A custom 3D log-encoded texture.

Contribution LDR: Set how much of the lookup texture will contribute to the color grading.

Note: Volume blending between multiple LDR lookup textures is supported merely just works correctly if they're the same size. For this reason information technology is recommended to stick to a single LUT size for the whole project (256x16 or 1024x32).

Tonemapping

The Tonemapping effect remaps high dynamic range (HDR) colors into a range suitable for mediums with low dynamic range (LDR), such as CRT or LCD screens. Its most common purpose is to brand an paradigm with a low dynamic range appear to have a higher range of colors.

This result increases the range of colors and dissimilarity in an image to give a more than dynamic and realistic effect. See Wikipedia: Tone mapping.

Always apply Tonemapping when using an HDR camera, otherwise color intensity values higher up 1 volition exist clamped at 1, altering the Scene'southward luminance balance.

Properties

Property Role
Style Simply available in the High Definition Range manner. Select the Tonemapping fashion from the dropdown bill of fare.
None: No Tonemapping practical.
Neutral: Applies a range-remapping with minimal impact on color hue and saturation.
ACES: Applies a close approximation of the reference ACES tonemapper for a cinematic look. This consequence 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.
Custom: A fully parametric tonemapper. This is the just tonemapper with its own settings.
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.
Toe Length Set the value for how much of the dynamic range is in the toe. With a small value, the toe volition be very short and speedily transition into the linear department, and with a longer value having a longer toe.
Shoulder Strength Set the value for the transition between the mid section and the shoulder of the curve. A value of 0 ways no shoulder, value of i means a very hard transition.
Shoulder Length Set the value for how many F-stops (EV) to add to the dynamic range of the bend.
Shoulder Angle Set the value for how much overshot to add to the shoulder.
Gamma Prepare the value for applying a gamma role to the curve.

White Balance

White Balance allows you to conform the overall tint and temperature of your image to create a colder or warmer feel in the terminal render.

Properties

Holding Role
Temperature Ready the white balance to a custom color temperature.
Tint Set up the white balance to compensate for a greenish or magenta tint.

Tone

Properties

Property Function
Post-exposure But available in the High Definition Range (HDR) manner.
Set the value for the overall exposure of the scene in EV units. This is applied after HDR effect and right before tonemapping and then information technology won't affect previous effects in the chain.
Color Filter Select a color for the Tint of the render.
Hue Shift Adjust the hue of all colors.
Saturation Adjust the intensity of all colors.
Brightness Only available in the Low Definition Range (LDR) mode.
Conform the effulgence of the image.
Dissimilarity Adjust the overall range of tonal values.

Channel Mixer

You can utilise the Channel Mixer to arrange the color balance of your epitome.

The Channel Mixer consequence modifies the influence each input colour aqueduct has on the overall mix of the output channel. For example, if you increment the influence of the green channel on the overall mix of the cerise aqueduct, all areas of the final image that include a greenish tone tint to a more reddish hue.

Properties

Belongings Office
Channel Select the output channel to alter.
Red Adjust the influence of the ruby channel inside the overall mix.
Light-green Adapt the influence of the dark-green aqueduct within the overall mix.
Blue Adapt the influence of the blueish channel within the overall mix.

Trackballs

Utilise Trackballs to perform three-way colour grading. Adjust the position of the point on the trackball to shift the hue of the image towards that color in each tonal range. Each trackball affects different ranges within the image. Adjust the slider under the trackball to offset the color lightness of that range.

Notation: y'all can right-click a trackball to reset it to its default value. To alter the trackball'southward sensitivity go to Edit -> Preferences -> PostProcessing.

Properties

Holding Role
Lift Adjust the dark tones (or shadows).
Gamma Adjust the mid-tones.
Gain Adjust the highlights.

Grading Curves

Grading Curves allows you to adjust specific ranges in hue, saturation, or luminosity. You tin accommodate the curves on the eight available graphs to accomplish effects such equally specific hue replacement or desaturating certain luminosities.

YRGB Curves

YRGB Curves are just available in the Depression Definition Range (LDR) mode. These curves, also chosen Master, Carmine, Green and Blue bear on the selected input channel's intensity across the whole epitome. The 10 centrality of the graph represents input intensity and the Y axis represents output intensity for the selected channel. Use these curves to adapt the appearance of attributes such equally contrast and brightness.

Hue vs Hue

Apply Hue vs Hue to shift hues within specific ranges. This curve shifts the input hue (10 centrality) according to the output hue (Y axis). Use this setting to fine melody hues of specific ranges or perform color replacement.

Hue vs Saturday

Employ Hue vs Sat to conform 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 downwards particularly bright areas or create artistic effects.

Saturday vs Sabbatum

Use Sabbatum vs Sabbatum to accommodate the saturation of areas of certain saturation. This curve adjusts saturation (Y axis) according to the input saturation (X axis). Apply this setting to fine tune saturation adjustments made with settings from the Tone department.

Lum vs Saturday

Employ Lum vs Sat to adjust the saturation of areas of sure luminance. This curve adjusts saturation (Y axis) according to the input luminance (X axis). apply this setting to desaturate areas of darkness to provide an interesting visual contrast.

Requirements

  • Shader Model 3

Source: https://docs.unity3d.com/Packages/com.unity.postprocessing@3.0/manual/Color-Grading.html

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