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.
Order of operations
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
Usage
- Start with neutral defaults and bracket one parameter at a time.
- A saturation of 0.6–0.8 is the safest cinematic look.
- Keep contrast below 1.4 for material work; higher values crush detail.
- 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.
Related
- Hue Shift — HSV rotation alongside the grade.
- Greyscale & Posterize — stronger stylized quantization.
- Emission — emission runs before this stage.
- Gooch Shading — diffuse-level grading.
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