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Color Grading

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

ControlRangeDefaultEffect
Hue−180° – 180°Rotates every colour around the wheel
Saturation−1 – 10−1 is greyscale, 1 increases saturation
Brightness−1 – 10Added to the frame, so it lifts blacks as well as whites
Contrast−1 – 10Pivots around mid grey
Temperature−100 – 1000The blue↔amber axis; positive is warmer
Tint−100 – 1000The 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

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