![]() ![]() Select the Tonemapping mode from the dropdown menu. Only available in the High Definition Range mode. 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. Tonemapping remaps the HDR values of an image into a range suitable to be displayed on screen. For this reason it is recommended to stick to a single LUT size for the whole project (256x16 or 1024x32). Note: Volume blending between multiple LDR lookup textures is supported but only works correctly if they're the same size. LDR: Set how much of the lookup texture will contribute to the color grading. If none is provided, a neutral one will be generated internally.Įxternal: A custom 3D log-encoded texture. 256x16) to apply before the rest of the color grading operators. LDR: Select a custom lookup texture (strip format, e.g. These settings are only available for Low Definition Range and External modes. See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware. External: for use with custom 3D LUTs authored in external software.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). High Definition Range (HDR): ideal for platforms that support HDR rendering.Grading is applied to the final rendered frame clamped in a range and stored in a standard LUT. Low Definition Range (LDR): ideal for lower-end platforms.The Color Grading effect comes with three modes: For more information on the Color Grading effect, see the Color Grading documentation in the Unity manual. The Color Grading effect alters or corrects the color and luminance of the final image that Unity produces. ![]()
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