Parameters
intermediate conceptsBeautify 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
| Parameter | Description |
|---|---|
| Disable Beautify Effects | Ignore all Beautify effects. This option overrides any existing profile. |
| Enable Compare Mode | Splits the screen between the original and the post-processed image, useful for before/after comparison while authoring. |
| Style | How the comparison region is drawn: FreeAngle (rotated split line), VerticalLine, or SameSide (single overlaid panel). Visible when Enable Compare Mode is enabled. |
| Panning | Position of the split when using VerticalLine or SameSide style. 0 = far left, 0.5 = far right. Visible when Style ≠ Free Angle. |
| Angle | Angle of the split line (in radians) when using FreeAngle style. Visible when Style = Free Angle. |
| Line Width | Width of the split line drawn between the two halves of the comparison. Visible when Enable Compare Mode is enabled. |
| Flip Vertically | Inverts vertical orientation of image when blitting. This option can be used to overcome an issue in certain versions of URP. |
| Hide In SceneView | Skips Beautify in the Scene view. Useful while modeling or laying out levels. |
| Debug Output | Renders 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
| Parameter | Description |
|---|---|
| Prioritize Shader Performance | Sharpen, 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 Camera | Writes 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 Texture | Doesn't request depth texture - effects or options that rely on depth will be disabled. |
| Downsampling | Reduces 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. |
| Mode | How downsampling is applied. Visible when Downsampling is enabled. |
| Multiplier | Downsampling multiplier. Visible when Downsampling is enabled. |
| Bilinear Filtering | Enables bilinear filtering when using downsampling. Visible when Downsampling is enabled. |
Image Enhancement
Sharpen
| Parameter | Description |
|---|---|
| Intensity | Master sharpen amount. 0 disables the effect; higher values produce a more dramatic result but can introduce artifacts on bright spots and thin geometry. |
| Depth Threshold | By 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 Range | Restricts sharpen to a scene depth range. Visible when Prioritize Shader Performance is disabled / Ignore Depth Texture is disabled. |
| Depth Range FallOff | Smoothness 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. |
| Relaxation | Reduces sharpen intensity based on area brightness. |
| Clamp | Reduces final sharpen modifier. |
| Motion Sensibility | Reduces sharpen gracefully when camera moves or rotates. This setting reduces flickering while contributes to a motion blur sense. |
| Motion Restore Speed | The speed at which the sharpen intensity restores when camera stops moving. |
| Exclusion Layers | Layers to exclude from sharpening. |
Edge Antialiasing
| Parameter | Description |
|---|---|
| Strength | Strength of the integrated edge antialiasing. A value of 0 disables this feature. Visible when Ignore Depth Texture is disabled. |
| Depth Threshold | Minimum difference in depth between neighbour pixels to determine if edge antialiasing should be applied. |
| Max Spread | The maximum extent of antialiasing. |
| Depth Attenuation | Reduces antialias effect on the distance. |
Dither
| Parameter | Description |
|---|---|
| Intensity | Amount 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
| Parameter | Description |
|---|---|
| Tonemap | HDR-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). |
| Gamma | Gamma applied to the AGX tonemapper. Visible when Tonemap = AGX. |
| Max Input Brightness | Clamps input image brightness to avoid artifacts due to NaN or out of range pixel values. Visible when Tonemap ≠ Linear. |
| Pre Exposure | Brightness multiplier before applying tonemap operator. Visible when Tonemap ≠ Linear. |
| Post Brightness | Brightness multiplier after applying tonemap operator. Visible when Tonemap ≠ Linear. |
| Saturate | Adaptive saturation. Boosts already-desaturated pixels more than already-vivid ones, avoiding crushed colors. |
| Brightness | Final brightness multiplier (1 = unchanged). |
| Contrast | Final contrast multiplier (1 = unchanged). |
| Daltonize | Boosts primary RGB channels to compensate for color-vision deficiencies. Enable on user request. |
| Sepia | Sepia tone tint amount. |
| Tint Color | Multiplies the scene by this color. Use the alpha channel to control the strength of the tint. |
White Balance
| Parameter | Description |
|---|---|
| Blend | How strongly the white-balance temperature is applied. 0 = neutral, 1 = full blend. |
| Temperature | Target color temperature, in Kelvin. ~6550K is daylight; lower values warm the image, higher values cool it. |
LUT
| Parameter | Description |
|---|---|
| Enable LUT | Enables 3D LUT (look-up-table) color grading. |
| Intensity | Blend amount between the original colors and the LUT-transformed colors. |
| LUT Texture | The 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
| Parameter | Description |
|---|---|
| Intensity | Master bloom amount. 0 disables the effect. |
| Threshold | Pixels brighter than this value contribute to bloom. Lower it to bloom more areas; raise it to bloom only highlights. |
| Conservative Threshold | A convervative threshold keeps the ratio of the rgb values after applying the thresholding |
| Spread | How far the bloom halo extends. Higher values produce wider, softer halos. |
| Max Brightness | Caps input brightness before computing bloom. Prevents extreme values (NaN, fireflies) from blowing out the screen. |
| Tint Color | Use Alpha channel to blend original bloom color with the tinted color. |
| Depth Attenuation | Reduces bloom intensity with distance from the camera. 0 = no attenuation. Visible when Ignore Depth Texture is disabled. |
| Near Attenuation | Reduces bloom intensity for objects very close to the camera. Visible when Ignore Depth Texture is disabled. |
| Use Layers | Enables a per-layer bloom mask. When off, every opaque pixel can contribute to bloom. Visible when Ignore Depth Texture is disabled. |
| Include/Exclude Layers | Choose 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. |
| Layers | Layers 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. |
| Antiflicker | Stabilises bloom across frames to reduce flickering on small bright pixels. |
| Resolution | Internal bloom buffer downscale. 1 = full resolution, higher values = blurrier and faster. |
| Quicker Blur | Uses a cheaper blur kernel. Slightly lower quality, faster. |
| Customize | Reveals per-layer customization of the 6-stage bloom pyramid (weight, boost and tint per layer). |
| Layer 1 Weight | Contribution of bloom layer 1 (smallest, sharpest layer). |
| Layer 1 Boost | Brightness boost for bloom layer 1. |
| Layer 1 Tint Color | Tint color for bloom layer 1 (HDR). |
| Layer 2 Weight | Contribution of bloom layer 2. |
| Layer 2 Boost | Brightness boost for bloom layer 2. |
| Layer 2 Tint Color | Tint color for bloom layer 2 (HDR). |
| Layer 3 Weight | Contribution of bloom layer 3. |
| Layer 3 Boost | Brightness boost for bloom layer 3. |
| Layer 3 Tint Color | Tint color for bloom layer 3 (HDR). |
| Layer 4 Weight | Contribution of bloom layer 4. |
| Layer 4 Boost | Brightness boost for bloom layer 4. |
| Layer 4 Tint Color | Tint color for bloom layer 4 (HDR). |
| Layer 5 Weight | Contribution of bloom layer 5. |
| Layer 5 Boost | Brightness boost for bloom layer 5. |
| Layer 5 Tint Color | Tint color for bloom layer 5 (HDR). |
| Layer 6 Weight | Contribution of bloom layer 6 (largest, softest layer). |
| Layer 6 Boost | Brightness boost for bloom layer 6. |
| Layer 6 Tint Color | Tint color for bloom layer 6 (HDR). |
Anamorphic Flares
| Parameter | Description |
|---|---|
| Intensity | Master anamorphic flare amount. 0 disables the effect. |
| Threshold | Pixels brighter than this value generate flares. |
| Conservative Threshold | A convervative threshold keeps the ratio of the rgb values after applying the thresholding |
| Tint Color | Tint color applied to the flares. Use the alpha channel to blend between the flare's natural color and the tint. |
| Vertical | When enabled the flares stretch vertically instead of horizontally. |
| Spread | Length of the flare streaks. |
| Max Brightness | Caps input brightness before generating flares. |
| Depth Attenuation | Reduces flare intensity with distance from the camera. Visible when Ignore Depth Texture is disabled. |
| Near Attenuation | Reduces flare intensity for objects very close to the camera. Visible when Ignore Depth Texture is disabled. |
| Use Layers | Enables a per-layer flare mask. Visible when Ignore Depth Texture is disabled. |
| Include/Exclude Layers | Choose 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. |
| Layers | Layers used by the flare mask. Visible when Use Layers is enabled / Ignore Depth Texture is disabled. |
| Antiflicker | Stabilises flares across frames. |
| Resolution | Internal flare buffer downscale. |
| Quicker Blur | Uses a cheaper blur kernel for the flare streak. |
Sun Flares
| Parameter | Description |
|---|---|
| Global Intensity | Master sun-flares amount. 0 disables the effect. |
| Tint Color | Global tint color applied to all sun-flare elements. |
| Solar Wind Speed | Animation speed of the corona flicker (the random twinkle of the disk). |
| Rotation Dead Zone | When enabled, the flare does not rotate within a small dead-zone around the screen center, avoiding jitter when the sun crosses the camera axis. |
| Downsampling | Internal flare buffer downscale. Higher values are faster. |
| Depth Occlusion Mode | None = 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 Threshold | Smoothness threshold used by the Smooth occlusion mode when comparing depth samples around the sun. Visible when Depth Occlusion Mode = Smooth. |
| Use Layer Mask | Specifies if occluding objects will be detected by raycasting. |
| Occluding Layer Mask | Layers considered by the raycast occlusion test. Visible when Use Layer Mask is enabled. |
| Occlusion Speed | How fast the flare fades in or out when occlusion changes. Visible when Use Layer Mask is enabled / Depth Occlusion Mode = Smooth. |
Sun
| Parameter | Description |
|---|---|
| Intensity | Brightness of the central sun disk. |
| Disk Size | Radius of the central sun disk. |
| Diffraction Intensity | Brightness of the diffraction streaks emitted from the disk. |
| Diffraction Threshold | Cut-off threshold for the diffraction streaks. |
Corona Rays Group 1
| Parameter | Description |
|---|---|
| Length | Length of the corona ray streaks (Group 1). |
| Streaks | Number of corona ray streaks (Group 1). |
| Spread | Angular spread of the corona ray streaks (Group 1). |
| Angle Offset | Rotation offset for the corona ray streaks (Group 1), in radians. |
Corona Rays Group 2
| Parameter | Description |
|---|---|
| Length | Length of the corona ray streaks (Group 2). |
| Streaks | Number of corona ray streaks (Group 2). |
| Spread | Angular spread of the corona ray streaks (Group 2). |
| Angle Offset | Rotation offset for the corona ray streaks (Group 2), in radians. |
Ghost 1
| Parameter | Description |
|---|---|
| Size | Radius of ghost element 1 (lens reflection). |
| Offset | Position offset of ghost element 1 along the sun-to-screen-center line. Negative values place it on the opposite side. |
| Brightness | Brightness of ghost element 1. |
Ghost 2
| Parameter | Description |
|---|---|
| Size | Radius of ghost element 2. |
| Offset | Position offset of ghost element 2. |
| Brightness | Brightness of ghost element 2. |
Ghost 3
| Parameter | Description |
|---|---|
| Size | Radius of ghost element 3. |
| Offset | Position offset of ghost element 3. |
| Brightness | Brightness of ghost element 3. |
Ghost 4
| Parameter | Description |
|---|---|
| Size | Radius of ghost element 4. |
| Offset | Position offset of ghost element 4. |
| Brightness | Brightness of ghost element 4. |
Halo
| Parameter | Description |
|---|---|
| Offset | Position offset of the halo ring around the sun. |
| Amplitude | Width and intensity falloff of the halo ring. |
| Intensity | Brightness of the halo ring. |
Lens Dirt
| Parameter | Description |
|---|---|
| Intensity | Master lens-dirt amount. 0 disables the effect. |
| Threshold | Source brightness above which the dirt overlay starts to show. Lower values reveal the dirt earlier. |
| Dirt Texture | Custom dirt overlay texture. Falls back to a built-in texture when null. |
| Spread | How wide the dirt highlight spreads around bright pixels. |
Chromatic Aberration
| Parameter | Description |
|---|---|
| Intensity | Master chromatic-aberration amount. 0 disables the effect. |
| Hue Shift | Shifts the hue of the fringing. Negative = warmer, positive = cooler. Visible when Prioritize Shader Performance is disabled. |
| Smoothing | Number of samples taken to smooth the fringing. Higher values are smoother but more expensive. Visible when Prioritize Shader Performance is disabled. |
| Separate Pass | Renders chromatic aberration in a separate pass. Required if other effects need the unmodified color buffer first. |
Depth of Field
| Parameter | Description |
|---|---|
| Enable | Enables the depth-of-field effect. Visible when Ignore Depth Texture is disabled. |
Focus
| Parameter | Description |
|---|---|
| Focus Mode | How the focus distance is determined: FixedDistance, AutoFocus (raycasted), FollowTarget (target assigned in Beautify Settings) or FollowPosition (world position). |
| Min Distance | Closest distance the autofocus can lock onto. Visible when Focus Mode ≠ Fixed Distance. |
| Max Distance | Furthest distance the autofocus can lock onto. Visible when Focus Mode ≠ Fixed Distance. |
| Fallback | Focus behaviour if object is not visible on the screen Visible when Focus Mode = Follow Target. |
| Distance | Distance used when the FollowTarget fallback is set to FixedDistanceFocus. Visible when Fallback = Fixed Distance Focus. |
| Fade Duration | Duration in seconds to gracefully fade out/in the DoF effect when target is not visible Visible when Fallback = Disable Effect. |
| Viewport Point | Screen point (0–1, 0–1) the autofocus raycasts through. (0.5, 0.5) is the screen center. Visible when Focus Mode = Auto Focus. |
| Distance Shift | Custom distance adjustment (positive or negative) Visible when Focus Mode = Auto Focus. |
| Layer Mask | Layers the autofocus raycast can hit. Visible when Focus Mode = Auto Focus. |
| Focus Position | World position to focus on Visible when Focus Mode = Follow Position. |
| Fallback | Focus behaviour if position is not visible on the screen Visible when Focus Mode = Follow Position. |
| Distance | Fixed focal distance, in meters, when Focus Mode is FixedDistance. Visible when Focus Mode = Fixed Distance. |
| Camera Lens Settings | Camera lens model: Classic (focal length + aperture) or Real (F-stop + image sensor height). |
| Focal Length | Distance between the lens and the sensor (in meters), used by the Classic camera model. Visible when Camera Lens Settings = Classic. |
| Aperture | Lens aperture diameter, used by the Classic camera model. Smaller values keep more in focus. Visible when Camera Lens Settings = Classic. |
| Focal Length | The distance between the lens center and the camera's sensor in mm. Visible when Camera Lens Settings = Real. |
| F-Stop | The 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 Height | Represents 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 Properties | When enabled, uses the focal length, f-stop and image sensor size from the current physical camera settings Visible when Camera Lens Settings = Real. |
| Focus Speed | Speed at which the focal distance transitions when it changes (e.g. autofocus locking onto a new target). |
| Transparency Support | Adds a depth pre-pass for transparent objects (water, glass) so they are blurred correctly by DoF. |
| Layer Mask | Layers included in the transparent depth pre-pass. Visible when Transparency Support is enabled. |
| Double Sided | When enabled, transparent geometry is rendered with cull off. Visible when Transparency Support is enabled. |
| Transparency Alpha Test Support | When enabled, transparent materials using alpha clipping will be included in the transparent mask |
| Layer Mask | Layers included in the alpha-test depth pre-pass. Visible when Transparency Alpha Test Support is enabled. |
| Double Sided | When enabled, transparent geometry is rendered with cull off. Visible when Transparency Alpha Test Support is enabled. |
| Foreground Blur | Blurs objects in front of the focal plane in addition to those behind it. |
| Blur HQ | Higher-quality (more expensive) foreground blur kernel. Visible when Foreground Blur is enabled. |
| Blur Spread | Sample spread of the high-quality foreground blur. Visible when Blur HQ is enabled. |
| Distance | Closest distance, in meters, at which foreground blur kicks in. Visible when Foreground Blur is enabled. |
| Bokeh Effect | Adds bokeh highlights (hexagonal/aperture-shaped sparkles) on bright defocused pixels. |
| Composition | Specifies if the pass to compute bokeh is integrated (faster) or separated (stronger) Visible when Bokeh Effect is enabled. |
| Threshold | Brightness above which bokeh highlights are generated. Visible when Bokeh Effect is enabled. |
| Intensity | Brightness multiplier for bokeh highlights. Visible when Bokeh Effect is enabled. |
| Affects Bloom | When enabled, bloom and anamorphic flares will be computed after depth of field is applied |
| Downsampling | Internal DoF buffer downscale. Higher values are faster but introduce small artifacts. |
| Sample Count | Maximum number of gather samples per pixel. Higher values are smoother and slower. |
| Max Brightness | Caps input brightness to avoid blowouts when bokeh is active. |
| Max Blur Radius | Maximum circle-of-confusion radius, in pixels. |
| Resolution Invariant | Adjusts circle of confusion radius based on screen resolution. |
| Max Depth | Normalised maximum scene depth that DoF affects. 1 = up to far plane; lower values exclude far geometry. |
| Filter Mode | Sampling filter for the DoF buffer: Bilinear (smooth) or Point (sharper, can shimmer). |
Eye Adaptation
| Parameter | Description |
|---|---|
| Enable | Enables automatic exposure based on scene luminance. |
| Min Exposure | Lower bound for the auto-exposure value. |
| Max Exposure | Upper bound for the auto-exposure value. |
| Light Adapt Speed | Adaptation speed when the scene gets brighter. |
| Dark Adapt Speed | Adaptation speed when the scene gets darker. |
| Metering Mode | How 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 Weight | Controls 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 Distance | Minimum object depth in meters to consider for eye adaptation |
| Middle Gray | The '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
| Parameter | Description |
|---|---|
| Enable | Enables the Purkinje shift, a blue-leaning desaturation that simulates dark-adapted (scotopic) human vision. |
| Shift Amount | Strength of the Purkinje shift. |
| Threshold | Below this scene luminance the shift is fully active; above it, it fades out. |
Artistic Choices
Vignette
| Parameter | Description |
|---|---|
| Outer Ring | Outer vignette intensity. Negative values brighten the corners, positive values darken them. |
| Inner Ring | Inner vignette intensity. Adds a softer secondary ring inside the outer one. |
| Fade | Smoothness of the transition between vignetted and clean areas. |
| Circular Shape | Forces the vignette to be a perfect circle instead of following the screen aspect ratio. |
| Fit Mode | How the circular vignette is fit when active: FitToWidth or FitToHeight. Visible when Circular Shape is enabled. |
| Aspect Ratio | Stretches the vignette ellipse. 1 = follow screen aspect, 0 = perfectly circular. Visible when Circular Shape is disabled. |
| Blink | Closes the vignette to simulate eye blinking. 0 = open, 1 = fully closed. |
| Blink Style | Animation curve of the blink: Cutscene (smooth) or Human (snappy with a brief hold). |
| Center | Screen-space center of the vignette (0–1, 0–1). (0.5, 0.5) is the screen center. |
| Tint Color | Vignette color. Use the alpha channel to control opacity. |
| Texture Mask | Optional grayscale texture used as a custom vignette shape. Black = full vignette, white = no vignette. |
Outline
| Parameter | Description |
|---|---|
| Outline | Enables the outline effect. Visible when Ignore Depth Texture is disabled. |
| Color | Outline color. Alpha controls the blend with the underlying scene. |
| Technique | Depth: uses scene depth to find edges. Per Object Id: performs a custom pre-pass which renders meshes id to identify independent objects. |
| Minimum Separation | Minimum 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 Only | When 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 Threshold | Threshold for normal angle difference. Lower values detect sharper surface angle changes. Based on dot product of computed normals. Visible when Technique = Depth. |
| Min Depth Difference | Minimum depth difference between neighboring pixels to detect an edge. Higher values require larger depth discontinuities. Visible when Technique = Depth. |
| Min Color Saturation Difference | Minimum color saturation difference between neighboring pixels to detect an edge. Higher values require more distinct color changes. Visible when Technique = Depth. |
| Customize | Reveals advanced outline parameters (layer mask, render stage, blur, intensity, distance fade, optimized shader). |
| Layer Mask | Optionally specify which objects should receive the outline effect Visible when Customize is enabled. |
| Render Stage | When in the render pipeline the outline is drawn: BeforeBloom, AfterBloom, or BeforeTransparents. Visible when Customize is enabled. |
| Spread | How far the outline blur extends. Higher values produce thicker, softer outlines. Visible when Customize is enabled. |
| Blur Count | Number of blur passes. Higher = softer outline, slower. Visible when Customize is enabled. |
| Downscale Blur | Downscales the outline buffer before blurring. Faster, slightly less precise. Visible when Customize is enabled. |
| Intensity Multiplier | Final brightness multiplier on the outline color. Visible when Customize is enabled. |
| Distance Fade | Maximum distance in meters from the camera Visible when Customize is enabled. |
| Use Optimized Shader | Uses 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 Off | Optionally 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
| Parameter | Description |
|---|---|
| Enable | Enables the night-vision filter. |
| Scan Lines Color | Color of the scan lines and the green tint applied to the image. |
| Max Visible Depth | Maximum scene distance, in meters, that the night-vision filter affects. |
| Max Visible Depth Fall Off | Smoothness of the maximum-depth cut-off. |
Thermal Vision
| Parameter | Description |
|---|---|
| Enable | Enables the thermal-vision (heat-map) filter. |
| Scan Lines | Adds animated scan lines over the thermal output. |
| Distortion Amount | Heat-haze distortion amount applied to the image. |
Frame
| Parameter | Description |
|---|---|
| Enable | Enables the frame overlay. |
| Style | Frame style: Border (texture overlay) or Cinematic Bands (black bars). |
| Horizontal Bands Size | Height of the top and bottom black bars (Cinematic Bands). Visible when Style = Cinematic Bands. |
| Horizontal Bands Smoothness | Smoothness of the band edge (Cinematic Bands). Visible when Style = Cinematic Bands. |
| Vertical Bands Size | Width of the left and right black bars (Cinematic Bands). Visible when Style = Cinematic Bands. |
| Vertical Bands Smoothness | Smoothness of the band edge (Cinematic Bands). Visible when Style = Cinematic Bands. |
| Color | Border color (Border style). Visible when Style = Border. |
| Thickness | Border thickness (Border style). Visible when Style = Border. |
| Sharpness | Edge sharpness of the border (Border style). Visible when Style = Border. |
| Texture Mask | Optional texture used as a frame shape mask. Alpha defines the visible area of the underlying scene. |
Film Grain & Artifacts
| Parameter | Description |
|---|---|
| Enable | Enables film grain and the optional film artifacts (dirt spots, scratches). |
| Grain Intensity | Strength of the grain noise. |
| Resolution | Grain particle size. Lower values = larger, more visible grain. |
| Luma Attenuation | Controls how much grain is visible on bright areas. 0 for equally noise on all areas, 1 for reduced noise on bright areas. |
| Dirt Spots Amount | Controls the frequency of dirt spots appearing on the film. Visible when Prioritize Shader Performance is disabled. |
| Dirt Spots Intensity | Controls the visibility/brightness of dirt spots. Visible when Prioritize Shader Performance is disabled. |
| Scratches Amount | Controls the frequency of scratches appearing on the film. Visible when Prioritize Shader Performance is disabled. |
| Scratches Intensity | Controls the visibility/brightness of scratches. Visible when Prioritize Shader Performance is disabled. |
Creative Blur
| Parameter | Description |
|---|---|
| Intensity | Master creative-blur amount. 0 disables the effect. |
| Style | Blur style: ScreenBlur, TiltShift (in-focus band) or RadialBlur (in-focus circle). |
| Mask | Grayscale texture defining where the blur is applied (ScreenBlur). White = full blur, black = no blur. Visible when Style = Screen Blur. |
| Center | Center of the in-focus area for TiltShift and RadialBlur (0–1, 0–1). Visible when Style ≠ Screen Blur. |
| Width | Width of the in-focus band (TiltShift). Visible when Style = Tilt Shift. |
| Falloff | Smoothness of the band edges (TiltShift). Visible when Style = Tilt Shift. |
| Radius | Radius of the in-focus circle (RadialBlur). Visible when Style = Radial Blur. |
| Falloff | Smoothness of the circle edges (RadialBlur). Visible when Style = Radial Blur. |
| Desaturation | Reduces color saturation based on blur intensity. |
| Keep Source On Top | Renders a sharp source rectangle on top of the blurred image (useful for picture-in-picture or game-over overlays). Visible when Style = Screen Blur. |
| Rect | Position 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 Width | Width of the blend between the sharp rectangle and the blurred surroundings. Visible when Keep Source On Top is enabled. |
| Edge Blending Strength | Intensity of the edge blend. Visible when Keep Source On Top is enabled. |
| Show Mask | Visualises 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:
| Macro | Effect |
|---|---|
BEAUTIFY_ORTHO 1 | Enables orthographic camera support. |
BEAUTIFY_OUTLINE_SOBEL 1 | Switches the outline effect to Sobel-based color edge detection (instead of depth-based). |
BEAUTIFY_CHROMATIC_ABERRATION_ALT 1 | Enables 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.
Frame Browser: open Window → Beautify → Frame Browser. Install the optional Frame Pack to browse 50+ frame textures.
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