BetaBetaA Vector3 (range [0.0f, 4.0f]). Used to set the contrast of highlights. Describes the tonal range, the difference in luminance between the bright and dark pixels in an image. An image with high contrast will have pixels with a wide range of luminance values, whereas an image with low contrast will have pixels of a relatively small luminance range. A value of 1.0 results in no change in contrast to the original image. A value of 0.0 results in a completely washed-out, gray image. Values > 1.0 increase the brightness of highlights while darkening the shadows in the final image.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the gain of highlights. A multiplication factor applied to each color channel to adjust the overall luminance intensity of the highlight range. A value of 1.0 results in no change to the original image. Values < 1.0 darken the image while values > 1.0 brighten it. A value of 0.0 cancels out the color channel completely. Gain is multiplicative and therefore has a stronger effect on brighter pixels than darker pixels.
BetaA Vector3 (range [0.0f, 4.0f]). Used to set the gamma of highlights. An exponential factor applied to the final color after both color grading and tone mapping to adjust the overall luminance intensity of the image. The standard value for gamma is 2.2. Lower values darken the final image, whereas higher values brighten it. Too high a gamma will cause the final image to appear washed-out.
BetaA number (range [1.0f, 20.0f]). Used to set the highlights min. A factor multiplied by the average luminance of the scene to determine which pixels are considered highlights. Pixels with luminance greater than HighlightsMin * AverageLuminance will have the highlights set of color grading values applied. A value of 1.0 indicates highlights occupy the entire range of values including and above the average luminance. Higher values will cause the minimum required luminance value for a pixel to be considered a highlight to rise. This value should not be equal to ShadowsMax.
BetaA Vector3 (range [-1.0f, 1.0f]). Used to set the offset of highlights. An additive factor that is multiplied by the average luminance of the scene and then added to a given color channel to adjust the overall luminance intensity of the image. A value of 0.0 results in no change. Values > 0.0 brighten the image, values < 0.0 darken it. Offset is additive and therefore has a stronger effect on darker pixels than brighter pixels.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the saturation of highlights. Determines the hue intensity of colors. A value of 1.0 results in no change in saturation to the original image. A value of 0.0 results in a grayscale image. Values > 1.0 increase the intensity of colors.
BetaA Vector3 (range [0.0f, 4.0f]). Used to set the contrast of midtones. Describes the tonal range, the difference in luminance between the bright and dark pixels in an image. An image with high contrast will have pixels with a wide range of luminance values, whereas an image with low contrast will have pixels of a relatively small luminance range. A value of 1.0 results in no change in contrast to the original image. A value of 0.0 results in a completely washed-out, gray image. Values > 1.0 increase the brightness of highlights while darkening the shadows in the final image.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the gain of midtones. A multiplication factor applied to each color channel to adjust the overall luminance intensity of the midtone range. A value of 1.0 results in no change to the original image. Values < 1.0 darken the image while values > 1.0 brighten it. A value of 0.0 cancels out the color channel completely. Gain is multiplicative and therefore has a stronger effect on brighter pixels than darker pixels.
BetaA Vector3 (range [0.0f, 4.0f]). Used to set the gamma of midtones. An exponential factor applied to the final color after both color grading and tone mapping to adjust the overall luminance intensity of the image. The standard value for gamma is 2.2. Lower values darken the final image, whereas higher values brighten it. Too high a gamma will cause the final image to appear washed-out.
BetaA Vector3 (range [-1.0f, 1.0f]). Used to set the offset of midtones. An additive factor that is multiplied by the average luminance of the scene and then added to a given color channel to adjust the overall luminance intensity of the image. A value of 0.0 results in no change. Values > 0.0 brighten the image, values < 0.0 darken it. Offset is additive and therefore has a stronger effect on darker pixels than brighter pixels.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the saturation of midtones. Determines the hue intensity of colors. A value of 1.0 results in no change in saturation to the original image. A value of 0.0 results in a grayscale image. Values > 1.0 increase the intensity of colors.
BetaA Vector3 (range [0.0f, 4.0f]). Used to set the contrast of shadows. Describes the tonal range, the difference in luminance between the bright and dark pixels in an image. An image with high contrast will have pixels with a wide range of luminance values, whereas an image with low contrast will have pixels of a relatively small luminance range. A value of 1.0 results in no change in contrast to the original image. A value of 0.0 results in a completely washed-out, gray image. Values > 1.0 increase the brightness of highlights while darkening the shadows in the final image.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the gain of shadows. A multiplication factor applied to each color channel to adjust the overall luminance intensity of the shadow range. A value of 1.0 results in no change to the original image. Values < 1.0 darken the image while values > 1.0 brighten it. A value of 0.0 cancels out the color channel completely. Gain is multiplicative and therefore has a stronger effect on brighter pixels than darker pixels.
BetaA Vector3 (range [0.0f, 4.0f]). Used to set the gamma of shadows. An exponential factor applied to the final color after both color grading and tone mapping to adjust the overall luminance intensity of the image. The standard value for gamma is 2.2. Lower values darken the final image, whereas higher values brighten it. Too high a gamma will cause the final image to appear washed-out.
BetaA number (range [0.0f, 1.0f]). Used to set the shadows max. A factor multiplied by the average luminance of the scene to determine which pixels are considered shadows. Pixels with luminance less than ShadowsMax * AverageLuminance will have the shadows set of color grading values applied. A value of 1.0 indicates shadows occupy the entire range of values including and up to the average luminance. Lower values will cause the maximum required luminance value for a pixel to be considered a shadow to drop. This value should not be equal to HighlightsMin.
BetaA Vector3 (range [-1.0f, 1.0f]). Used to set the offset of shadows. An additive factor that is multiplied by the average luminance of the scene and then added to a given color channel to adjust the overall luminance intensity of the image. A value of 0.0 results in no change. Values > 0.0 brighten the image, values < 0.0 darken it. Offset is additive and therefore has a stronger effect on darker pixels than brighter pixels.
BetaA Vector3 (range [0.0f, 10.0f]). Used to set the saturation of shadows. Determines the hue intensity of colors. A value of 1.0 results in no change in saturation to the original image. A value of 0.0 results in a grayscale image. Values > 1.0 increase the intensity of colors.
BetaA number (range [1000.0f, 15000.0f]). Used to set the temperature. The overall image temperature measured in Kelvin. The default value is 6500.0, the standard "daylight" illumination.
Used to affect color grading for Vibrant Visuals