Use these controls on their own or to fine-tune the image after applying a LUT. All six parameters are neutral by default, so enabling the effect does not change the image until you adjust a value
| Control | Range | Default | Effect |
|---|---|---|---|
| Hue | −180° – 180° | 0° | Rotates every colour around the wheel |
| Saturation | −1 – 1 | 0 | −1 is greyscale, 1 increases saturation |
| Brightness | −1 – 1 | 0 | Added to the frame, so it lifts blacks as well as whites |
| Contrast | −1 – 1 | 0 | Pivots around mid grey |
| Temperature | −100 – 100 | 0 | The blue↔amber axis; positive is warmer |
| Tint | −100 – 100 | 0 | The green↔magenta axis — complementing the temperature control |
Brightness here is an offset rather than a multiplier — it lifts the whole frame, blacks included, which is what makes it useful for a washed, faded look and a poor choice for making a scene simply brighter. Exposure is the multiplier
Temperature and Tint are a white balance: the adaptation runs in LMS cone-response space rather than scaling RGB directly, which would shift hue along with it. The range matches Unity PPv2's white balance, so you can reuse white-balance values from Unity
Order
White balance comes first, on the still-linear frame, then saturation and hue, then contrast, then brightness. Adapting after a hue rotation would re-tint what the rotation just placed. Contrast pivoting around mid grey means a heavily brightened frame flattens rather than clips when you then raise contrast
Color grading runs after the LUT, allowing you to fine-tune the result of the lookup table
Last updated on September 19, 2026