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DocumentationFeaturesColor Adjustments

Color Adjustments

Color Adjustments is the per-material grading panel. It exposes brightness, contrast, saturation, and gamma in the same place you author the material, so you can tune look-dev without spawning a post-process volume per object.

When to use it

  • Look-dev tweaks without touching the post-process stack.
  • Material variations — a desaturated “broken” state, a contrast-boosted hero.
  • Frozen or dead states — pull saturation to zero instantly via script.

How it works

Genesis takes the post-lighting color, applies (c - 0.5) * _Contrast + 0.5 + _Brightness, converts to luminance for the saturation lerp, then applies pow(c, 1.0 / _Gamma). The order is fixed, but each pass is effectively disabled by leaving its parameter at the neutral value.

Properties

Inspector labelShader propertyTypeDefaultDescription
Brightness_BrightnessFloat (-1–1)0.0Additive offset applied after lighting.
Contrast_ContrastFloat (0–2)1.0Multiplier around mid-grey (0.5). 0 = flat, 2 = punchy.
Saturation_SaturationFloat (0–2)1.00 = greyscale, 1 = neutral, 2 = vivid.
Gamma_GammaFloat (0.1–4)1.0Creative power curve. 2.2 darkens midtones, 0.45 lifts them.
Tint Color_TintColorColorRGB(1,1,1)Final multiplicative tint.
Adjustment Mask_ColorAdjustmentMaskTexture2DwhiteMask limiting the grade to UV regions.

Usage

  1. Start with neutral defaults and bracket one parameter at a time.
  2. A saturation of 0.6–0.8 is the safest cinematic look.
  3. Keep contrast below 1.4 for material work; higher values crush detail.
  4. Use the mask to grade only part of a UV — for example, desaturate armor but keep skin warm.
material.SetFloat("_Saturation", 0.4f); material.SetFloat("_Contrast", 1.15f); material.SetColor("_TintColor", new Color(1.0f, 0.95f, 0.88f));

Tips & gotchas

  • Brightness changes the lightmap balance — if you push it on lightmapped objects, rebake.
  • Gamma here is a creative power curve, not gamma correction. Fix linear/gamma mismatches in the project color-space setting instead.
  • Stack with Hue Shift for combined HSV grading per material.
  • Cost is roughly five ALU per pixel, so it is trivial on mobile.
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