Parameters

intermediate concepts

Beautify 3 (URP) · Core Concepts

This page documents every parameter exposed by the Beautify Volume Override (the inspector you see when adding Beautify to a URP Volume Profile). Sections, foldouts and parameter order match the inspector.

Use the buttons at the top of the inspector to:

  • Clear Effects — disables all overrides at once.
  • Quick Settings — applies a default look (mild sharpen, dither, brightness/contrast/saturation, bloom, vignette).
  • Online Resources & Support — opens the support contact dialog.
  • Configure Build Settings — opens the URP renderer asset to strip unused Beautify features and reduce build size and shader compilation time.

General Settings

ParameterDescription
Disable Beautify EffectsIgnore all Beautify effects. This option overrides any existing profile.
Enable Compare ModeSplits the screen between the original and the post-processed image, useful for before/after comparison while authoring.
StyleHow the comparison region is drawn: FreeAngle (rotated split line), VerticalLine, or SameSide (single overlaid panel).
Visible when Enable Compare Mode is enabled.
PanningPosition of the split when using VerticalLine or SameSide style. 0 = far left, 0.5 = far right.
Visible when Style ≠ Free Angle.
AngleAngle of the split line (in radians) when using FreeAngle style.
Visible when Style = Free Angle.
Line WidthWidth of the split line drawn between the two halves of the comparison.
Visible when Enable Compare Mode is enabled.
Flip VerticallyInverts vertical orientation of image when blitting. This option can be used to overcome an issue in certain versions of URP.
Hide In SceneViewSkips Beautify in the Scene view. Useful while modeling or laying out levels.
Debug OutputRenders an intermediate buffer to the screen instead of the final image. Options: bloom and flares, bloom exclusion mask, anamorphic flares exclusion mask, depth of field circle of confusion, depth of field transparent pass.
Visible when Enable Compare Mode is disabled.

Performance

ParameterDescription
Prioritize Shader PerformanceSharpen, bloom and anamorphic flares will reduce quality a bit to improve performance. This option can be useful on less powerful platforms or devices.
Direct Write To CameraWrites result directly to camera target saving intermediate blits. This option will overwrite any previous post-processing effects so make sure there's no other effects being executed besides Beautify.
Ignore Depth TextureDoesn't request depth texture - effects or options that rely on depth will be disabled.
DownsamplingReduces camera target before applying Beautify effects This option can contribute to compensate render scale if it's set to greater than 1 or to improve performance.
ModeHow downsampling is applied.
Visible when Downsampling is enabled.
MultiplierDownsampling multiplier.
Visible when Downsampling is enabled.
Bilinear FilteringEnables bilinear filtering when using downsampling.
Visible when Downsampling is enabled.

Image Enhancement

Sharpen

ParameterDescription
IntensityMaster sharpen amount. 0 disables the effect; higher values produce a more dramatic result but can introduce artifacts on bright spots and thin geometry.
Depth ThresholdBy default, sharpen ignores edges to avoid aliasing. Increase this property to also include edges. Edge detection is based on scene depth.
Visible when Prioritize Shader Performance is disabled / Ignore Depth Texture is disabled.
Depth RangeRestricts sharpen to a scene depth range.
Visible when Prioritize Shader Performance is disabled / Ignore Depth Texture is disabled.
Depth Range FallOffSmoothness of the depth-range cut-off. 0 = hard cut, 1 = gradual fade-out at the edges of the range.
Visible when Prioritize Shader Performance is disabled / Ignore Depth Texture is disabled.
RelaxationReduces sharpen intensity based on area brightness.
ClampReduces final sharpen modifier.
Motion SensibilityReduces sharpen gracefully when camera moves or rotates. This setting reduces flickering while contributes to a motion blur sense.
Motion Restore SpeedThe speed at which the sharpen intensity restores when camera stops moving.
Exclusion LayersLayers to exclude from sharpening.

Edge Antialiasing

ParameterDescription
StrengthStrength of the integrated edge antialiasing. A value of 0 disables this feature.
Visible when Ignore Depth Texture is disabled.
Depth ThresholdMinimum difference in depth between neighbour pixels to determine if edge antialiasing should be applied.
Max SpreadThe maximum extent of antialiasing.
Depth AttenuationReduces antialias effect on the distance.

Dither

ParameterDescription
IntensityAmount of noise added to mask color banding in dark gradients. Uses blue-noise by default; switches to a faster numerical algorithm when Prioritize Shader Performance is enabled.

Tonemapping & Color Grading

ParameterDescription
TonemapHDR-to-LDR tonemap operator. Linear = no tonemap, ACESFitted = a cheaper, more saturated ACES variant, ACES = the full ACES curve, AGX = the AGX operator (perceptually neutral, modern look).
GammaGamma applied to the AGX tonemapper.
Visible when Tonemap = AGX.
Max Input BrightnessClamps input image brightness to avoid artifacts due to NaN or out of range pixel values.
Visible when Tonemap ≠ Linear.
Pre ExposureBrightness multiplier before applying tonemap operator.
Visible when Tonemap ≠ Linear.
Post BrightnessBrightness multiplier after applying tonemap operator.
Visible when Tonemap ≠ Linear.
SaturateAdaptive saturation. Boosts already-desaturated pixels more than already-vivid ones, avoiding crushed colors.
BrightnessFinal brightness multiplier (1 = unchanged).
ContrastFinal contrast multiplier (1 = unchanged).
DaltonizeBoosts primary RGB channels to compensate for color-vision deficiencies. Enable on user request.
SepiaSepia tone tint amount.
Tint ColorMultiplies the scene by this color. Use the alpha channel to control the strength of the tint.

White Balance

ParameterDescription
BlendHow strongly the white-balance temperature is applied. 0 = neutral, 1 = full blend.
TemperatureTarget color temperature, in Kelvin. ~6550K is daylight; lower values warm the image, higher values cool it.

LUT

ParameterDescription
Enable LUTEnables 3D LUT (look-up-table) color grading.
IntensityBlend amount between the original colors and the LUT-transformed colors.
LUT TextureThe LUT texture to apply. Accepts 2D strip LUTs and true 3D textures (use Window → Beautify → Import .CUBE LUT to convert .CUBE files).

Lens & Lighting Effects

Bloom

ParameterDescription
IntensityMaster bloom amount. 0 disables the effect.
ThresholdPixels brighter than this value contribute to bloom. Lower it to bloom more areas; raise it to bloom only highlights.
Conservative ThresholdA convervative threshold keeps the ratio of the rgb values after applying the thresholding
SpreadHow far the bloom halo extends. Higher values produce wider, softer halos.
Max BrightnessCaps input brightness before computing bloom. Prevents extreme values (NaN, fireflies) from blowing out the screen.
Tint ColorUse Alpha channel to blend original bloom color with the tinted color.
Depth AttenuationReduces bloom intensity with distance from the camera. 0 = no attenuation.
Visible when Ignore Depth Texture is disabled.
Near AttenuationReduces bloom intensity for objects very close to the camera.
Visible when Ignore Depth Texture is disabled.
Use LayersEnables a per-layer bloom mask. When off, every opaque pixel can contribute to bloom.
Visible when Ignore Depth Texture is disabled.
Include/Exclude LayersChoose if bloom should be applied only to specified layers or if bloom should be excluded from the specified layers.
Visible when Use Layers is enabled / Ignore Depth Texture is disabled.
LayersLayers used by the bloom mask. Combined with Include/Exclude Layers this restricts bloom to those layers, or excludes them.
Visible when Use Layers is enabled / Ignore Depth Texture is disabled.
AntiflickerStabilises bloom across frames to reduce flickering on small bright pixels.
ResolutionInternal bloom buffer downscale. 1 = full resolution, higher values = blurrier and faster.
Quicker BlurUses a cheaper blur kernel. Slightly lower quality, faster.
CustomizeReveals per-layer customization of the 6-stage bloom pyramid (weight, boost and tint per layer).
Layer 1 WeightContribution of bloom layer 1 (smallest, sharpest layer).
Layer 1 BoostBrightness boost for bloom layer 1.
Layer 1 Tint ColorTint color for bloom layer 1 (HDR).
Layer 2 WeightContribution of bloom layer 2.
Layer 2 BoostBrightness boost for bloom layer 2.
Layer 2 Tint ColorTint color for bloom layer 2 (HDR).
Layer 3 WeightContribution of bloom layer 3.
Layer 3 BoostBrightness boost for bloom layer 3.
Layer 3 Tint ColorTint color for bloom layer 3 (HDR).
Layer 4 WeightContribution of bloom layer 4.
Layer 4 BoostBrightness boost for bloom layer 4.
Layer 4 Tint ColorTint color for bloom layer 4 (HDR).
Layer 5 WeightContribution of bloom layer 5.
Layer 5 BoostBrightness boost for bloom layer 5.
Layer 5 Tint ColorTint color for bloom layer 5 (HDR).
Layer 6 WeightContribution of bloom layer 6 (largest, softest layer).
Layer 6 BoostBrightness boost for bloom layer 6.
Layer 6 Tint ColorTint color for bloom layer 6 (HDR).

Anamorphic Flares

ParameterDescription
IntensityMaster anamorphic flare amount. 0 disables the effect.
ThresholdPixels brighter than this value generate flares.
Conservative ThresholdA convervative threshold keeps the ratio of the rgb values after applying the thresholding
Tint ColorTint color applied to the flares. Use the alpha channel to blend between the flare's natural color and the tint.
VerticalWhen enabled the flares stretch vertically instead of horizontally.
SpreadLength of the flare streaks.
Max BrightnessCaps input brightness before generating flares.
Depth AttenuationReduces flare intensity with distance from the camera.
Visible when Ignore Depth Texture is disabled.
Near AttenuationReduces flare intensity for objects very close to the camera.
Visible when Ignore Depth Texture is disabled.
Use LayersEnables a per-layer flare mask.
Visible when Ignore Depth Texture is disabled.
Include/Exclude LayersChoose if the effect should be applied only on the specified layers or if it should be excluded instead.
Visible when Use Layers is enabled / Ignore Depth Texture is disabled.
LayersLayers used by the flare mask.
Visible when Use Layers is enabled / Ignore Depth Texture is disabled.
AntiflickerStabilises flares across frames.
ResolutionInternal flare buffer downscale.
Quicker BlurUses a cheaper blur kernel for the flare streak.

Sun Flares

ParameterDescription
Global IntensityMaster sun-flares amount. 0 disables the effect.
Tint ColorGlobal tint color applied to all sun-flare elements.
Solar Wind SpeedAnimation speed of the corona flicker (the random twinkle of the disk).
Rotation Dead ZoneWhen enabled, the flare does not rotate within a small dead-zone around the screen center, avoiding jitter when the sun crosses the camera axis.
DownsamplingInternal flare buffer downscale. Higher values are faster.
Depth Occlusion ModeNone = no depth buffer checking. Simple = sample depth buffer at Sun position. Smooth = sample 4 positions around Sun position and interpolate value across frames.
Visible when Ignore Depth Texture is disabled.
Occlusion ThresholdSmoothness threshold used by the Smooth occlusion mode when comparing depth samples around the sun.
Visible when Depth Occlusion Mode = Smooth.
Use Layer MaskSpecifies if occluding objects will be detected by raycasting.
Occluding Layer MaskLayers considered by the raycast occlusion test.
Visible when Use Layer Mask is enabled.
Occlusion SpeedHow fast the flare fades in or out when occlusion changes.
Visible when Use Layer Mask is enabled / Depth Occlusion Mode = Smooth.

Sun

ParameterDescription
IntensityBrightness of the central sun disk.
Disk SizeRadius of the central sun disk.
Diffraction IntensityBrightness of the diffraction streaks emitted from the disk.
Diffraction ThresholdCut-off threshold for the diffraction streaks.

Corona Rays Group 1

ParameterDescription
LengthLength of the corona ray streaks (Group 1).
StreaksNumber of corona ray streaks (Group 1).
SpreadAngular spread of the corona ray streaks (Group 1).
Angle OffsetRotation offset for the corona ray streaks (Group 1), in radians.

Corona Rays Group 2

ParameterDescription
LengthLength of the corona ray streaks (Group 2).
StreaksNumber of corona ray streaks (Group 2).
SpreadAngular spread of the corona ray streaks (Group 2).
Angle OffsetRotation offset for the corona ray streaks (Group 2), in radians.

Ghost 1

ParameterDescription
SizeRadius of ghost element 1 (lens reflection).
OffsetPosition offset of ghost element 1 along the sun-to-screen-center line. Negative values place it on the opposite side.
BrightnessBrightness of ghost element 1.

Ghost 2

ParameterDescription
SizeRadius of ghost element 2.
OffsetPosition offset of ghost element 2.
BrightnessBrightness of ghost element 2.

Ghost 3

ParameterDescription
SizeRadius of ghost element 3.
OffsetPosition offset of ghost element 3.
BrightnessBrightness of ghost element 3.

Ghost 4

ParameterDescription
SizeRadius of ghost element 4.
OffsetPosition offset of ghost element 4.
BrightnessBrightness of ghost element 4.

Halo

ParameterDescription
OffsetPosition offset of the halo ring around the sun.
AmplitudeWidth and intensity falloff of the halo ring.
IntensityBrightness of the halo ring.

Lens Dirt

ParameterDescription
IntensityMaster lens-dirt amount. 0 disables the effect.
ThresholdSource brightness above which the dirt overlay starts to show. Lower values reveal the dirt earlier.
Dirt TextureCustom dirt overlay texture. Falls back to a built-in texture when null.
SpreadHow wide the dirt highlight spreads around bright pixels.

Chromatic Aberration

ParameterDescription
IntensityMaster chromatic-aberration amount. 0 disables the effect.
Hue ShiftShifts the hue of the fringing. Negative = warmer, positive = cooler.
Visible when Prioritize Shader Performance is disabled.
SmoothingNumber of samples taken to smooth the fringing. Higher values are smoother but more expensive.
Visible when Prioritize Shader Performance is disabled.
Separate PassRenders chromatic aberration in a separate pass. Required if other effects need the unmodified color buffer first.

Depth of Field

ParameterDescription
EnableEnables the depth-of-field effect.
Visible when Ignore Depth Texture is disabled.

Focus

ParameterDescription
Focus ModeHow the focus distance is determined: FixedDistance, AutoFocus (raycasted), FollowTarget (target assigned in Beautify Settings) or FollowPosition (world position).
Min DistanceClosest distance the autofocus can lock onto.
Visible when Focus Mode ≠ Fixed Distance.
Max DistanceFurthest distance the autofocus can lock onto.
Visible when Focus Mode ≠ Fixed Distance.
FallbackFocus behaviour if object is not visible on the screen
Visible when Focus Mode = Follow Target.
DistanceDistance used when the FollowTarget fallback is set to FixedDistanceFocus.
Visible when Fallback = Fixed Distance Focus.
Fade DurationDuration in seconds to gracefully fade out/in the DoF effect when target is not visible
Visible when Fallback = Disable Effect.
Viewport PointScreen point (0–1, 0–1) the autofocus raycasts through. (0.5, 0.5) is the screen center.
Visible when Focus Mode = Auto Focus.
Distance ShiftCustom distance adjustment (positive or negative)
Visible when Focus Mode = Auto Focus.
Layer MaskLayers the autofocus raycast can hit.
Visible when Focus Mode = Auto Focus.
Focus PositionWorld position to focus on
Visible when Focus Mode = Follow Position.
FallbackFocus behaviour if position is not visible on the screen
Visible when Focus Mode = Follow Position.
DistanceFixed focal distance, in meters, when Focus Mode is FixedDistance.
Visible when Focus Mode = Fixed Distance.
Camera Lens SettingsCamera lens model: Classic (focal length + aperture) or Real (F-stop + image sensor height).
Focal LengthDistance between the lens and the sensor (in meters), used by the Classic camera model.
Visible when Camera Lens Settings = Classic.
ApertureLens aperture diameter, used by the Classic camera model. Smaller values keep more in focus.
Visible when Camera Lens Settings = Classic.
Focal LengthThe distance between the lens center and the camera's sensor in mm.
Visible when Camera Lens Settings = Real.
F-StopThe F-stop or F-number is the relation between the focal length and the diameter of the aperture
Visible when Camera Lens Settings = Real.
Image Sensor HeightRepresents the height of the virtual image sensor. By default, it uses a 24mm image sensor of a classic full-frame camera
Visible when Camera Lens Settings = Real.
Use Physical Camera PropertiesWhen enabled, uses the focal length, f-stop and image sensor size from the current physical camera settings
Visible when Camera Lens Settings = Real.
Focus SpeedSpeed at which the focal distance transitions when it changes (e.g. autofocus locking onto a new target).
Transparency SupportAdds a depth pre-pass for transparent objects (water, glass) so they are blurred correctly by DoF.
Layer MaskLayers included in the transparent depth pre-pass.
Visible when Transparency Support is enabled.
Double SidedWhen enabled, transparent geometry is rendered with cull off.
Visible when Transparency Support is enabled.
Transparency Alpha Test SupportWhen enabled, transparent materials using alpha clipping will be included in the transparent mask
Layer MaskLayers included in the alpha-test depth pre-pass.
Visible when Transparency Alpha Test Support is enabled.
Double SidedWhen enabled, transparent geometry is rendered with cull off.
Visible when Transparency Alpha Test Support is enabled.
Foreground BlurBlurs objects in front of the focal plane in addition to those behind it.
Blur HQHigher-quality (more expensive) foreground blur kernel.
Visible when Foreground Blur is enabled.
Blur SpreadSample spread of the high-quality foreground blur.
Visible when Blur HQ is enabled.
DistanceClosest distance, in meters, at which foreground blur kicks in.
Visible when Foreground Blur is enabled.
Bokeh EffectAdds bokeh highlights (hexagonal/aperture-shaped sparkles) on bright defocused pixels.
CompositionSpecifies if the pass to compute bokeh is integrated (faster) or separated (stronger)
Visible when Bokeh Effect is enabled.
ThresholdBrightness above which bokeh highlights are generated.
Visible when Bokeh Effect is enabled.
IntensityBrightness multiplier for bokeh highlights.
Visible when Bokeh Effect is enabled.
Affects BloomWhen enabled, bloom and anamorphic flares will be computed after depth of field is applied
DownsamplingInternal DoF buffer downscale. Higher values are faster but introduce small artifacts.
Sample CountMaximum number of gather samples per pixel. Higher values are smoother and slower.
Max BrightnessCaps input brightness to avoid blowouts when bokeh is active.
Max Blur RadiusMaximum circle-of-confusion radius, in pixels.
Resolution InvariantAdjusts circle of confusion radius based on screen resolution.
Max DepthNormalised maximum scene depth that DoF affects. 1 = up to far plane; lower values exclude far geometry.
Filter ModeSampling filter for the DoF buffer: Bilinear (smooth) or Point (sharper, can shimmer).

Eye Adaptation

ParameterDescription
EnableEnables automatic exposure based on scene luminance.
Min ExposureLower bound for the auto-exposure value.
Max ExposureUpper bound for the auto-exposure value.
Light Adapt SpeedAdaptation speed when the scene gets brighter.
Dark Adapt SpeedAdaptation speed when the scene gets darker.
Metering ModeHow average luminance is measured: FullFrame (whole screen, optionally center-weighted) or Mask (a texture defines where to measure).
Mask (A)When assigned, eye adaptation will be applied only to the pixels within the mask (red channel)
Visible when Metering Mode = Mask.
Center WeightControls the strength of center-weighted metering (if no mask is used). 0 = uniform, higher values bias metering toward the screen center.
Visible when Metering Mode = Full Frame.
Metering Min DistanceMinimum object depth in meters to consider for eye adaptation
Middle GrayThe 'neutral' brightness your auto‑exposure targets or roughly how bright an average surface should look. Lower values make scenes appear darker; higher values make them appear brighter.

Purkinje Shift

ParameterDescription
EnableEnables the Purkinje shift, a blue-leaning desaturation that simulates dark-adapted (scotopic) human vision.
Shift AmountStrength of the Purkinje shift.
ThresholdBelow this scene luminance the shift is fully active; above it, it fades out.

Artistic Choices

Vignette

ParameterDescription
Outer RingOuter vignette intensity. Negative values brighten the corners, positive values darken them.
Inner RingInner vignette intensity. Adds a softer secondary ring inside the outer one.
FadeSmoothness of the transition between vignetted and clean areas.
Circular ShapeForces the vignette to be a perfect circle instead of following the screen aspect ratio.
Fit ModeHow the circular vignette is fit when active: FitToWidth or FitToHeight.
Visible when Circular Shape is enabled.
Aspect RatioStretches the vignette ellipse. 1 = follow screen aspect, 0 = perfectly circular.
Visible when Circular Shape is disabled.
BlinkCloses the vignette to simulate eye blinking. 0 = open, 1 = fully closed.
Blink StyleAnimation curve of the blink: Cutscene (smooth) or Human (snappy with a brief hold).
CenterScreen-space center of the vignette (0–1, 0–1). (0.5, 0.5) is the screen center.
Tint ColorVignette color. Use the alpha channel to control opacity.
Texture MaskOptional grayscale texture used as a custom vignette shape. Black = full vignette, white = no vignette.

Outline

ParameterDescription
OutlineEnables the outline effect.
Visible when Ignore Depth Texture is disabled.
ColorOutline color. Alpha controls the blend with the underlying scene.
TechniqueDepth: uses scene depth to find edges. Per Object Id: performs a custom pre-pass which renders meshes id to identify independent objects.
Minimum SeparationMinimum number of pixels between two object IDs for them to be drawn as separate outlines (Per Object Id technique).
Visible when Technique = Per Object Id.
Outer OnlyWhen using Per Object Id, draws only the silhouette of each object instead of also drawing internal edges.
Visible when Technique = Per Object Id.
Normal Angle ThresholdThreshold for normal angle difference. Lower values detect sharper surface angle changes. Based on dot product of computed normals.
Visible when Technique = Depth.
Min Depth DifferenceMinimum depth difference between neighboring pixels to detect an edge. Higher values require larger depth discontinuities.
Visible when Technique = Depth.
Min Color Saturation DifferenceMinimum color saturation difference between neighboring pixels to detect an edge. Higher values require more distinct color changes.
Visible when Technique = Depth.
CustomizeReveals advanced outline parameters (layer mask, render stage, blur, intensity, distance fade, optimized shader).
Layer MaskOptionally specify which objects should receive the outline effect
Visible when Customize is enabled.
Render StageWhen in the render pipeline the outline is drawn: BeforeBloom, AfterBloom, or BeforeTransparents.
Visible when Customize is enabled.
SpreadHow far the outline blur extends. Higher values produce thicker, softer outlines.
Visible when Customize is enabled.
Blur CountNumber of blur passes. Higher = softer outline, slower.
Visible when Customize is enabled.
Downscale BlurDownscales the outline buffer before blurring. Faster, slightly less precise.
Visible when Customize is enabled.
Intensity MultiplierFinal brightness multiplier on the outline color.
Visible when Customize is enabled.
Distance FadeMaximum distance in meters from the camera
Visible when Customize is enabled.
Use Optimized ShaderUses a depth-only custom shader which should be faster. This option is only used when outline technique is set to Depth. If the scene uses shaders that transform the vertices coordinates, you may want to disable this option.
Visible when Customize is enabled.
Cut OffOptionally set the alpha test/cut off. Only applies if optimized shader is used.
Visible when Use Optimized Shader is enabled. Unity 2022.3+.

Night Vision

ParameterDescription
EnableEnables the night-vision filter.
Scan Lines ColorColor of the scan lines and the green tint applied to the image.
Max Visible DepthMaximum scene distance, in meters, that the night-vision filter affects.
Max Visible Depth Fall OffSmoothness of the maximum-depth cut-off.

Thermal Vision

ParameterDescription
EnableEnables the thermal-vision (heat-map) filter.
Scan LinesAdds animated scan lines over the thermal output.
Distortion AmountHeat-haze distortion amount applied to the image.

Frame

ParameterDescription
EnableEnables the frame overlay.
StyleFrame style: Border (texture overlay) or Cinematic Bands (black bars).
Horizontal Bands SizeHeight of the top and bottom black bars (Cinematic Bands).
Visible when Style = Cinematic Bands.
Horizontal Bands SmoothnessSmoothness of the band edge (Cinematic Bands).
Visible when Style = Cinematic Bands.
Vertical Bands SizeWidth of the left and right black bars (Cinematic Bands).
Visible when Style = Cinematic Bands.
Vertical Bands SmoothnessSmoothness of the band edge (Cinematic Bands).
Visible when Style = Cinematic Bands.
ColorBorder color (Border style).
Visible when Style = Border.
ThicknessBorder thickness (Border style).
Visible when Style = Border.
SharpnessEdge sharpness of the border (Border style).
Visible when Style = Border.
Texture MaskOptional texture used as a frame shape mask. Alpha defines the visible area of the underlying scene.

Film Grain & Artifacts

ParameterDescription
EnableEnables film grain and the optional film artifacts (dirt spots, scratches).
Grain IntensityStrength of the grain noise.
ResolutionGrain particle size. Lower values = larger, more visible grain.
Luma AttenuationControls how much grain is visible on bright areas. 0 for equally noise on all areas, 1 for reduced noise on bright areas.
Dirt Spots AmountControls the frequency of dirt spots appearing on the film.
Visible when Prioritize Shader Performance is disabled.
Dirt Spots IntensityControls the visibility/brightness of dirt spots.
Visible when Prioritize Shader Performance is disabled.
Scratches AmountControls the frequency of scratches appearing on the film.
Visible when Prioritize Shader Performance is disabled.
Scratches IntensityControls the visibility/brightness of scratches.
Visible when Prioritize Shader Performance is disabled.

Creative Blur

ParameterDescription
IntensityMaster creative-blur amount. 0 disables the effect.
StyleBlur style: ScreenBlur, TiltShift (in-focus band) or RadialBlur (in-focus circle).
MaskGrayscale texture defining where the blur is applied (ScreenBlur). White = full blur, black = no blur.
Visible when Style = Screen Blur.
CenterCenter of the in-focus area for TiltShift and RadialBlur (0–1, 0–1).
Visible when Style ≠ Screen Blur.
WidthWidth of the in-focus band (TiltShift).
Visible when Style = Tilt Shift.
FalloffSmoothness of the band edges (TiltShift).
Visible when Style = Tilt Shift.
RadiusRadius of the in-focus circle (RadialBlur).
Visible when Style = Radial Blur.
FalloffSmoothness of the circle edges (RadialBlur).
Visible when Style = Radial Blur.
DesaturationReduces color saturation based on blur intensity.
Keep Source On TopRenders a sharp source rectangle on top of the blurred image (useful for picture-in-picture or game-over overlays).
Visible when Style = Screen Blur.
RectPosition and size of the sharp source rectangle (x, y, width, height in 0–1 screen units).
Visible when Keep Source On Top is enabled.
Edge Blending WidthWidth of the blend between the sharp rectangle and the blurred surroundings.
Visible when Keep Source On Top is enabled.
Edge Blending StrengthIntensity of the edge blend.
Visible when Keep Source On Top is enabled.
Show MaskVisualises the current blur mask (debug aid).

Pixelate

Not a real effect — the inspector shows a hint here pointing to the Downsampling option in General Settings → Performance. Increase the multiplier to get a low-resolution pixelate look.

Shader Customization

Some advanced toggles are not exposed in the Volume Profile and require editing BeautifyCommon.hlsl directly:

MacroEffect
BEAUTIFY_ORTHO 1Enables orthographic camera support.
BEAUTIFY_OUTLINE_SOBEL 1Switches the outline effect to Sobel-based color edge detection (instead of depth-based).
BEAUTIFY_CHROMATIC_ABERRATION_ALT 1Enables an alternative chromatic aberration algorithm.
LUT Browser: open Window → Beautify → LUT Browser. Install the optional LUT Pack to browse 200+ ready-made LUTs.
Frame Browser: open Window → Beautify → Frame Browser. Install the optional Frame Pack to browse 50+ frame textures.
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