Thanks to LUTs you can completely transform the look of your games, making them more coherent with your artistic preferences.
‘LUTs’ contains the following assets:
LUT, or ‘LookUp Table’, are a kind of color filter you use to alter the colors in your game. They apply predetermined sets of mathematical formulas to your game’s existing colors to change those colors and achieve a desired look.
All ‘LUTs’ effects are developed for ‘Universal Render Pipeline’ (or URP), which means they will not work with Built-In, or HDRP.
You will need to have URP version 12.1.15 or higher installed. If you don’t know how to do it, I recommend you to follow this official tutorial.
Once installed, you have to add the effect you want to use from ‘LUTs’ as a ‘Render Feature’. This official tutorial tells how to do it.
Remember that the camera you are using must have the ‘Post Processing’ option enabled.
All ‘LUTs’ have an inspector similar to this one:
With the intensity (1) set to 1.0 the effect is fully applied, with 0 it is deactivated and with the intermediate values you get a mix between the original and the final image.
There are two modes (2), the quality mode and the performance mode. The first one uses high resolution 3D textures, while the second one uses smaller versions. For VR and mobile I recommend the second mode.
Each lut is contained in a profile that you can find in the ‘Profiles’ folder. By clicking on ‘Profile’ (3) you will see all the available ones.
All ‘LUTs’ have an advanced color grading panel. Check ‘Color grading’ (1) to activate it.
‘Exposure’ (2) changes the exposure, or brightness. Just below you have a contrast control (3) and an HDR color (4) without alpha channel to tint the image.
To move the color wheel, use ‘Hue’ (5). To change the amount of color, use ‘Saturation’ (6).
Select the tone operator, ‘Tonemap’ (7), that best suits your needs. The most popular ones are available: Neutral, ACES and Reinhard. If you want more, you may be interested in ‘Artistic: Tonemapper’.
With ‘White balance’ (8) you can adjust the perceived temperature of the image. First you can make it perceived cooler or warmer. The next parameter modifies the color used to vary the perceived temperature.
‘Split toning’ (9) is used to tint shadows and highlights of an image separately. A typical example is to push shadows toward cool blue and highlights toward warm orange.
‘Channel mixer’ (10) allows you to combine input RGB values to create a new RGB value. For example, you could swap R and G, subtract B from G, or add G to R to push green toward yellow.
The last setting is ‘Shadow Midtones Highlights’ (11), it works like split-toning, except that it also allows adjustment of the midtones and decouples the shadow and highlight regions, making them configurable.
They also have an ‘Advanced’ panel with these options:
Activate ‘Affect the Scene View?’ (1) if you want the effect to be applied also in the ‘Scene’ window of the Editor. With ‘Filter mode’ (2) you can change the type of filter used.
Although it is not recommended to change it, with ‘RenderPass event’ (3) you can modify at which point in the render pipeline the effect is applied. Finally, activate ‘Enable profiling’ (4) to show in the ‘Profiling’ window the metrics of the effect.
To increase compatibility with VR devices, I recommend that you select ‘Stereo Rendering Mode’ in ‘Multi Pass’ mode:
Once you have added the effect in the Editor, you can also handle ‘LUTs’ effects by code.
First you must add the corresponding namespace. They are all of the style ‘FronkonGames.LUTs.XXXX’, where XXXX is the name of the effect. For example, if the effect you want to use is ‘Cyberpunk’ the code would be:
using FronkonGames.LUTs.Cyberpunk;
To modify any of the effect parameters, you must first request its settings. In the following example we change the intensity of the effect by half.
Cyberpunk.Settings settings = Cyberpunk.GetSettings();
settings.intensity = 0.5f;
You can load a profile in several ways. A profile is nothing more than a ScriptableObject, so it must be referenced by some object to be included in the build.
A very simple way is to create a MonoBehaviour and add a list of profiles to it. This way Unity will include in the build the profiles that you have referenced.
public class ProfileBank : MonoBehaviour
{
[SerializableField]
private List<Profile> profiles = new();
private void Awake()
{
// Set a random profile.
if (profiles.Length > 0)
{
Cyberpunk.Settings settings = Cyberpunk.GetSettings();
settings.profile = profiles[Random.Range(0, profiles.Length)];
}
}
}
Another method you can use, more versatile, is to move the profiles folder into the ‘Resources’ folder. Everything included in this folder will be added to the build and you can load its content with the Resources class:
// In this example the profiles are located
// inside Resources in the folder 'LUTs/Profiles/Cyberpunk'.
Cyberpunk.Settings settings = Cyberpunk.GetSettings();
Profile profile = Resources.Load<Profile>("LUTs/Profiles/Cyberpunk/Cyberpunk_01");
settings.profile = profile;
With this method, you can unload the profile when you no longer want to use it.
Resources.UnloadAsset(profile);
If you are using an effect other than ‘Cyberpunk’ just change it to its name. Check the source code comments for more information.
In ‘Cyberpunk’ you will find the look you are looking for in your futuristic games. Includes 62 high quality LUTs.
Vibrant, dystopian look with intense pinks / purples / greens (11 LUTs).
Colors pop without oversaturation, shadows are desaturated (33 LUTs).
Inspired by the movie Blade Runner 2049 (8 LUTs).
A retrofuturistism vibe (10 LUTs).
The vintage and retro look you’re looking for is in ‘Vintage’. Includes 90 high quality LUTs.
Nostalgic aesthetics of retro cinema (10 LUTs).
Retro vibes to travel to other times (10 LUTs).
A journey through the iconic eras of the 1970s and 1980s (8 LUTs).
Rich, nostalgic tones of classic film noir (30 LUTs).
Nostalgic aesthetics of retro cinema (8 LUTs).
Iconic look and feel of vintage Fujifilm (8 LUTs).
Warm nostalgic look, beautiful sepia tones (8 LUTs).
Different black and white balances (8 LUTs).
Vibrant tones, unique contrasts and a cinematic touch. Includes 58 high quality LUTs.
Vibrant blue tones that captures the dreamlike essence of anime (18 LUTs).
Palette of old Japanese arcade machines (10 LUTs).
Colorful and saturated video game environment (10 LUTs).
Tones of consoles of past generations (10 LUTs).
Creomous yellow tones and contrasts (10 LUTs).
Neon-drenched cyberpunk worlds. Includes 50 high quality LUTs.
A rainbow of colors for your games. Includes 277 high quality LUTs.
Higher contrast, reduced saturation and very distinctive look (10 LUTs).
White tones displaced to blue and more clarity (52 LUTs).
Warm brown tones (8 LUTs).
Based on Instagram filters (25 LUTs).
Creative ways to handle color (7 LUTs).
Infuses simplicity and luminosity (8).
Dark forests (8 LUTs).
Dark and moody elegance (10 LUTs).
Luxurious and minimalist look (2 LUTs).
Blend of gold and black tones, soft contrasts (10 LUTs).
Modern look, bringing a crisp, clean, and bright aesthetic (26 LUTs).
Soft pastel hues (16 LUTs).
Warm and pink tones (10 LUTs).
Perfect balance of teal and orange tones (70 LUTs).
Vibrant and dynamic aesthetic (12 LUTs).
The right color for the right place. Includes 225 high quality LUTs.
Colors of natural environments enhanced (15 LUTs).
Warm and vibrant hues of fall (15 LUTs).
Enhance the majesty of nature (9 LUTs).
Feature summery colors and natural tones (26 LUTs).
Infuse crisp and ethereal beauty of winter (31 LUTs).
Higher contrast, warm and saturated tones (18 LUTs).
Natural warm and luminous colors (20 LUTs).
Creative and varied color grading (7 LUTs).
Enhance color grading, contrast, and atmosphere (18 LUTs).
Dusty trails and sunsets over prairies (8 LUTs).
The richness of holiday colors (59 LUTs).
The color of the movies, in your games. Includes 254 high quality cinematic LUTs.
Mimics analog tapes and ‘Log to Rec 709’ effect (10 LUTs).
Moody brown tones and a touch of cinematic allure (25 LUTs).
From vintage tones to modern cinematic effects (20 LUTs).
Saturated colors and high contrast (15 LUTs).
Elegance of classic Hollywood films (48 LUTs).
Vibrant reds and powerful darks (15 LUTs).
Filmic colors and tones in independent films (30 LUTs).
Color grading and cinematic styles of iconic films from the past (51 LUTs).
An instant dose of love (40 LUTs).
Worlds of fantasy and color. Includes 131 high quality fantasy LUTs.
Beautiful colors and a mystical vibe (50 LUTs).
Dark and mysterious magic (36 LUTs).
Movies / tv-shows inspired: Game Of Thrones, Harry Potter, … (45 LUTs).
Colors from other worlds, stunning looks. Includes 67 high quality originals LUTs.
Inspired by infrared vision (27 LUTs).
Mono-color tone and black & white (8 LUTs).
Duo-tone complementary colors (14 LUTs).
Thermal vision goggles colors (10 LUTs).
Transitions from day to night (8 LUTs).
Perfect looks for action games. Includes 163 high quality action LUTs.
Cinematic depth and vibrant energy to your games (26 LUTs).
Horror atmosphere (50 LUTs).
Car photography filters for sport look (23 LUTs).
Colors inspired by cinematic war movies (15 LUTs).
Inspired by the best action movies of all time (30 LUTs).
Dynamic colors and intensity (19 LUTs).
The color of fear. Includes 598 high quality scary LUTs.
Dark tones and spooky shades (100 LUTs).
Colors inspired by the Halloween holiday (305 LUTs).
Inspired by classic horror movies (11 LUTs).
Looks that inspire suspense and terror (132 LUTs).
Colors inspired by vampire movies (50 LUTs).
Colors of other worlds. Includes 150 high quality sci-fi LUTs.
Dystopian neon realities (50 LUTs).
Looks from movies like Blade Runner (50 LUTs).
Colors inspired by science fiction classics (50 LUTs).
In order for the UI not to be affected by the effect, you should set the ‘Render Mode’ of your canvas from ‘Screen Space - Overlay’ to ‘Screen Space - Camera’ and dragging your camera with to ‘Render Camera’.
Note that when you make this change, the coordinates of your UI will be in camera space, so you will have to change them.
Bloom’s URP Unity effect is not compatible with postprocessing effects based on ScriptableRendererFeature (like this one).
You will have to add your own one based on ScriptableRendererFeature or you can use this one at no cost ;)
Yes! Any effect can easily be used on a material. Just follow these steps:
Do you have any problem or any suggestions? Send me an email to fronkongames@gmail.com and I’ll be happy to help you.
Remember that if you want to inform me of an error, it would help me if you sent to me the log file.
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❤️ thanks! ❤️
Just write an email to fronkongames@gmail.com