skip to Main Content

Beautify HDRP Parameters

Full Inspector

General Settings

This section contains 2 general options for Beautify HDRP:

  • Intensity: adjust this value to increase/decrease Beautify HDRP effect over the scene.
  • Compare Mode: switch this value on to see a realtime comparison of on/off post processing effect of Beautify HDRP.

Sharpen Options

  • Intensity: sharpen intensity. A higher value will produce a dramatic result but can show some undesired artifacts with thin objects or whitish backgrounds. Use the following extra settings to control those artifacts:

  • Min/Max Depth: Applies sharpen until certain depth in the scene.
  • Min/Max FallOFF: Sharpen FallOFF around min/max limits.
  • Depth Threshold: will compute depth difference around pixels to detect edges. When the depth delta is greater than this value, sharpen will not occur. This will protect thin objects like standalone wires or lines.

  • Depth Range / Depth Range FallOff: allows you to choose the depth range where sharpen will be applied. Decrease max depth to leave the skybox untouched. Increase min depth to cause an effect similar to depth of field.

  • Relaxation: sharpen is subtler on high contrasted areas. This parameter tunes this relaxation. Reduce this value to preserve thin edges or bright areas.

  • Clamp: irrespective of sharpen intensity or above parameters, clamp controls the maximum effect applied over a single pixel.

  • Motion Sensibility: reduces sharpen effect while camera moves/rotates. This option can reduce flickering and produce a cheap motion blur effect. Set this value to 0 to disable this option.

Dither

  • Dither Strenght: amount of noise added to the image to reduce banding due to quantization of colors. When “Prioritize Shader Performance” is enabled, Beautify will use a faster numerical dither algorithm otherwise Beautify will use a blue noise based algorithm.

Color Tweaks

  • Tonemapping: default is Linear which means no tonemap operator is applied. Choose ACES (Academy Color Encoding System) to map HDR colors into LDR space. Use only with HDR enabled on your camera.
  • Saturate: controls the intensity of adaptative saturation. This algorithm considers current saturation of each pixel, so low saturated pixels receive more importance than high saturated pixels.

  • Contrast & Brightness: these two paramters adds a final contrast + brightness adjustment to the image.
  • Daltonize: similar to vibrance but mostly accentuate primary red, green and blue colors to compensate protanomaly (red deficiency), deuteranomaly (green deficiency) and tritanomaly (blue deficiency). This effect does not shift color hue hence it won’t help completely red, green or blue color blindness. The effect will vary depending on each subject so this effect should be enabled on user demand.

  • White Balance: adjust the color temperature.

  • LUT (Look-up Texture): Keep reading below for full guidline over LUT in Beautify HDRP.

 

Using .CUBE LUT format

You can assign a 3D LUT texture to the LUT texture slot or import a .CUBE LUT from the top menu Window -> Beautify -> Import .CUBE LUT.

Access this tool from the top menu Window -> Beautify -> Lut Browser. If LUT Pack is installed, it will allow you to browse through +200 LUTs.

The LUT Pack can be found on the Unity Asset Store:

Depth of Field

Depth of Field with Bokeh: depth of field is the distance between the nearest and the furthest objects giving a focused image. Enable this option to produce a photography effect where the target object remains focused while the the background and foreground looks blurred.

    • Auto-focus / Focus target / Focus distance: allows you to specify where is the focus plane. For auto-focus it’s recommended to reduce the focus speed as it will produce a more pleasant effect between changes.

    • Focus speed: the speed between current focus and a focus change. For example, if the target focus is moving a focus speed of 1 will update the focus instantly whereas a lower value will make the focus more progressive.

    • Focal Length and Aperture: these two parameters are used to simulate the virtual camera. Focal Length is the distance between the lens and the image sensor. Aperture is referred to the effective aperture or diameter of the pupil through which the outside light enters.

    • Foreground Blur: enable to allow foreground objects to be blurred. Use offset to adjust the foreground blur distance.

    • Downsampling: reduces the screen buffer size to improve performance. Can produce some artifacts.

    • Sample count: refers to the maximum samples that will be gathered. The algorithm is optimized to produce adequate results with a value of 4. A lower value will be faster but the results will look incorrect. A greater value will increase the quality of the blur, which can be appreciated when using a higher focal length value.

    • Bokeh: adds hexagonal shapes on bright spots resembling the aperture shape.

Vignetting

  • Vignetting: darkens or tints with a custom color the border of the scene. The alpha component controls the effect intensity. This effect can be combined with Night Vision or others to add great depth and special feeling to your scene.

Optionally assign a mask texture whose alpha component will be overlaid over the image. You can find a sample grungeBorder texture inside Resources/Textures folder.

Use the Blink feature to simulate eye blinking (check demo scene for code sample).

Pixelate effect

Create pixelation effect in the camera view by activating this option.

Frost FX

Create a frost effect around the rendering view of the camera, and control its appearance with spread, distortion and tint color, and finally, add a custom texture!

Final Blur

Final Blur: performs a final multi-stage blur. Useful to blur the scene while showing a menu (use Screen Space Overlay for the canvas so it doesn’t get affected by the blur). The Mask field can be used to limit the blur to certain areas of the screen, like borders. If a mask texture is provided, the alpha value of the texture determines the amount of blur for that pixel (alpha=1 means full blur while alpha=0 will preserve the original pixel without any blur).

Back To Top