1.3 - Scene Color

An overview of the Post Processing example level, example 1.3: Scene Color

Choose your operating system:

Windows

macOS

Linux

The Scene Color category on a Post Process Volume covers a variety of effects that modify the color of the scene in some way other than what is presented in the Film category. Where the options in the Film category give you access to crush shadows, re-mix your color channels, and desaturate the scene; Scene Color is about Vignette , Scene Fringe , and Tone Mapping .

Vignette

Vignette is an effect that simulates the darkening in real-world camera lenses. High quality lens try to compensate for this effect. The effect is mostly noticeable near the edges of the image.

1_3_01.png

Scene Fringe

Scene Fringe is a chromatic aberration effect that simulates the color shifts in real-world camera lenses. The effect is mostly noticeable near the edges of the image.

1_3_02.png

Tone Mapping

The purpose of the Tone Mapping function is to map the wide range of high dynamic range (HDR) colors into low dynamic range (LDR) that a display can output. This is the last stage of post processing that is done after the normal rendering during post processing. The process of tone mapping can be thought of as a way to simulate the response that film has to light.

1_3_03.png

Scene Color Tint

This option allows you to simply "tint" the scene. It is not about balancing the color channels like the color mixers in Film, this is just raw "tint the scene to the color set here."

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss