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♪ [MUSIC] ♪ [NARRATOR] Welcome to Unite Now, where we bring Unity to you, wherever you are [DANIEL] Welcome, everyone, to this live stream Today we’ll go Deep Dive with Post-processing Color Grading I’m Daniel Sanchez, your instructor for today, this session I’m a UCI, Unity Certified Instructor, and I’m an indie developer of my own studio for Narwhalcorn As you can notice, my native language isn’t English In advance, my apologies, if I say something weird for you Your main instructor is Nicolas Borromeo, so I’ll let him introduce himself [NICOLAS] Great, thank you, Daniel. Hello everyone My name is Nicolas Borromeo, I’m also not a native English speaker, I’m from Buenos Aires, Argentina I’m currently living in London working as a Unity Senior Developer in a company called Product Madness Before this job, I worked for eight years as a Unity teacher I’m also a Unity Certified Instructor and Developer I’m glad to meet you today and share this session [DANIEL] Well, we have a couple of answers right now At least everyone has used the lighting, pretty cool We are setting for mood today, so lighting is a pretty common feature Today, we have two amazing moderators, Ethan and James They will help you with anything you may need, while you hold this session And they give you all the links you need to follow through via chat Again, make sure you have the chat open I strongly encourage you to drop all your questions in the Q&A tab, rather than the chat We are seeing the chat and the Q&A, but please use the Q&A for your questions Thank you so much for being here Let the session start [NICOLAS] Great, thank you, Daniel, I will be taking over from here Everybody can see my Session Goals slide, I think? In the session, we are going to explore the Color Grading effect of the Post-processing stack We are going to see how to enable Post-processing in your project, how to enable Color Grading, and how to use it to improve the look and feel of your Scene Also applying Tonemapping, and the deep dive part is going to be where we explore the concepts behind all of this, not just toggling and setting the effects but also understanding the underlying concepts Some ground rules before starting If you’ve never attended any live session, remember that you will have recordings of the sessions to catch up later If you want to review, you can download the Unity project and follow along We are going to do some exercises, so you can download the project and do them If you can’t download the project or you don’t have the exact Unity version you need, just watch, it’s perfectly OK not to follow the exercises It’s up to you And remember to use the Q&A panel just for questions and the chat panel just for comments We’re going to see this link later, so we can skip that And remember that this session will be recorded, even the messages in the chat and Q&A panel Please be kind with all of the fellows here Also, you will be seeing in slides, in the top right-hand corner, there will be three icons determining what you need to do in each moment If you see the “Watch” icon, just watch, don’t do anything You will have “Do” moments later, specific slides that say do a certain exercise And you’ll have a moment to explore and do whatever you want, and create nice effects, in this case So pay attention to the three icons in the slides, to know when to do what Aside from this introduction, we are going to, right now, prepare the project We are going to see how to download and open the project Then we are going to just recap Post-processing We are not going to do the dive on that part specifically because Post-processing is huge, it has lots of effects We are just going to install Post-processing in the project Then we are going to apply Color Grading, apply Tonemapping, and then do nice stuff with the controls of Color Grading

Let’s start with a simple start, how to open the project, if you want to follow along This is the URL, just remember, don’t do anything now, remember that this is the icon that says Watch I’m going to do this first You’ll have time to do that later You will go later I’m now going to this URL, download ColorGrading.zip, and extract it in any project, any folder of your computer you want So in my case, I have already gone to that URL, in a moment, you will do that, and I extracted the .zip file, and you will find it’s a whole Unity project It’s not a package as other live sessions, it’s just a project In a moment, you will do that After you do that, you will open Unity Hub, and open the projects going to the Projects tab, click on the Add button, and look for the project folder In my case, I already opened Unity Hub here I go to the Projects tab, Add button, look for the folder inside the .zip Remember that you will need to find the folder that has the Assets inside, the Assets folder, Library, Packages inside So, if you have an Assets folder contained in this ColorGrading folder, just open that one In this case, I will be selecting this one, click on Open You will notice that the project will be added to the projects list in the Unity Hub Now to open, you just click it That is the basic step to open the project Before continuing, now is a Do moment Remember the icon here, We will give you five minutes to download the project from this URL and open it Now we have prepared the project, we are going to go to the part about talking about Post-processing What is Post-processing, actually? The way the camera renders the Scene, is by no means how our eyes or a real-life camera work Sometimes we need to apply certain effects to simulate stuff like depth of field, blurring images outside the focus point, or bloom, simulate the bleeding of light around the edges of an emissive object And sometimes even in real-life cameras, we want to apply more effects on top of that to improve the image dramatically, in ways that the real life cannot simulate, actually Post-processing is all kinds of effects that happens after the Scene is rendered that deals with the final image It improves the final image generated by the camera in ways a per-object rendering cannot achieve Remember, Post-processing has lots of effects like Bloom, Depth of Field, and Color Grading Today we are just focusing on Color Grading In your project, you need to install the package In your project, I mean in your real-life project, in your work project, or your personal project In the project you just downloaded, it’s already installed But just in case, I’m going to recap the steps I needed to install the package in this project We need to install a new package in the Package Manager I go to Window > Package Manager Make sure that you have the All Packages mode set because in newer Unity versions sometimes, it only shows you the ones you have installed I need to see all of them, the ones I don’t have installed And look for the Post-processing Package, and click Install here In your project, let me see In your project, you can go to Window > Package Manager You can see, in my case, in the project you have downloaded, the Post Processing is already installed because it says “Up to date” Also, you can see that you need to wait a moment for the list to populate In your work project, in your personal project, if you come here and you don’t see an Install button instead an Up to date button, you are ready to go Let me just remove this That’s step one. Step two Post-processing has the concept of volumes The idea is that you can define areas in your Scene where certain effects will be applied You can say how many inside, indoors, a space, maybe a room, you want to apply certain effects, and outdoors, maybe a garden or a park, you want to apply others You can fill the whole Scene with volumes encompassing the areas you want the effects to be applied

In our case, you are going to do the simpler case, we are just going to generate a Global Volume Actually, our volume, being global, will be applied in every place of the Scene regardless of the camera position Our volume won’t have any shape, it will be applied just to the whole Scene How to prepare a Global Volume? You need to create an empty GameObject, add the Post-processing Volume component, and check the Global checkbox, here Again, we have already done that for you, remember, you need to look right now at what I’m doing In the project you have downloaded, you can go to the Start Here Scene and you will notice that we have created a Post-processing Volume, with the Post-processing Volume component and with the Is Global checked And you can see that I haven’t added any shape like maybe a Box Collider or some of them, because it’s a Global Volume, it doesn’t need a shape But if by any chance, you need to specify a specific area, you can uncheck the Is Global checkbox, and you can see that the size of the Collider is the size or the area of the Post-processing Volume Again, in our case, you don’t need that, you don’t need to change any of the original settings These are just fine Another step you need to do in your own project The Post-processing Layer component is one that needs to be added to the cameras In a project, you can have several cameras, and you want to select which cameras have which effects Or maybe a camera that doesn’t have any effect at all A Post-processing Layer will be added to the cameras that will have an effect, and also you will specify, through the Layer component which volumes will affect this camera You can have several volumes that affect different cameras In our case, again, we have a simpler scenario It’s just one volume, one Layer You have done the basic setup, but this is prepared to tackle more complex scenarios So how, in your other project, can you add Post-processing? First, we need to create a Layer We need to have a way to specify or identify our volumes, and this is through Layers, through the regular Unity Layers So in the Layer Manager, I have added a Post-processing Layer In the Post-processing Volume I have tagged or set the Layer of the volume to this Post-processing Layer And in the Post-processing Layer, I have too many Layers, sorry for that But in the Post-processing Layer component, in the main camera, I say, “OK, this camera is going to interact with the volumes that have the PostProcessing Layer.” Again, this is done, so you can observe that This main camera, I already have the PostProcessing Layer The PostProcessing Layer is set up to interact with objects that have the PostProcessing Layer Remember that if you don’t… whoops! If you don’t remember how to create Layers, you can go here, Layer > Add Layer in any Object, whatever Object you want, you go to this option and you can create as many Layers as you want, or up to 32, actually And now that our camera is configured to interact with the Post-processing Volumes, you can go to the actual volume and set the Layer The volume with the PostProcessing Layer, the camera with the Post-processing Layer component, configured to interact with the PostProcessing Layer So it’s done, just for you to know And finally, once all that is configured, you need to create a Post-processing Profile The Post-processing Profile is an Asset, like a Material or a Texture with another kind of Asset that have the settings about which exact effects you want to apply to this camera and its configurations So it’s the analogous of a Material to a Mesh Renderer This is the “Material” of our Post-processing Volume You need to select the Post-processing Volume to create one using the new button, here You can click the Add Effect button to add an effect You will have some options, you will select the effect you want And in our case, in this example, I chose Bloom You can take any of these settings to change its original value In that case, you can click Intensity and raise that Why did I choose Bloom? Because I wanted to test that Post-processing was working We are not going to see Bloom In our case, we have already done that

We click New. Clicking New created this Asset And in the Add effect, we added Actually, in the project, there is Color Grading, so just to test, you don’t need to do that, just to show you that it is working, I will add the Bloom effect Tick Intensity, and increase it And you can see the Holy Grail is there right now This is just to test that Post-processing is working Just that In our case, I will just remove it So remember, New to create a Profile, Add effect, and select the specific effect you are looking for And click it, and just try moving properties until something is done Now we can be sure that the Post-processing is working I have removed Bloom because we are not going to see it If you are confused about this step, remember that we don’t need to do that, It’s pretty intense with that but it’s just for you to focus on what is important right now But in the Learn site of this session, you will find more tutorials with more explanation or more detailed steps on Post-processing In our case, now the real stuff starts We will talk about the Color Grading effect of the Post-processing stack But before talking about that one, I want to talk about mood What is mood? Each game has its own idea It’s not the same doing a terror game, as a fantasy game, as a game for children We need to set up a mood Is the game happy? Is it happening in a calm area, in a sad moment, in a happy moment? The game is set up in a specific scenario or mood How can we establish whether the game is happy or sad or the game is terror? Well, you use several ways to communicate that mood, sounds and images, in our case How can images transmit that mood, aside from the monitor real Scene or the images you’re using, through color Color is a powerful way to transmit emotions or ideas You could say, “But my models already have textures, and I already added light to the Scene.” Yeah, OK, but sometimes that is not enough, sometimes we need to tweak them So you can start working with the colors of the textures, you can start working with the colors of the lights and you can achieve a specific mood But let’s say that you’ve changed your mind You want to change from sad to, maybe, not so sad, to normal Or you’ve changed the idea of your game To change the mood, again, you need to go to retweak all the textures and retweak all the lighting, and that will take lots of time And sometimes, you want to just test ideas So a faster way to change the mood of a Scene is through Color Grading Color Grading is an effect that distorts or changes the colors of your Scene to a set of filters It’s like when you add an Instagram filter to the photos you are taking When you try different effects, you can say, “This works; this doesn’t work,” you can try easily changing, just in one centralized place, all the colors of your Scene, without needing to alter the textures, and the lighting, etc And also Color Grading can achieve effects that maybe even real calculation of lighting cannot achieve Because games rely on the idea that reality is not fun, we need to change reality to it make funnier That’s the whole idea of a video, right? Changing how real-life “rendering” (in quotation marks) work is through these effects Non-realistic effects, but nice effects to see Like movies, actually, this actually is an effect that came from the film industry Let’s start trying this idea You will notice that Color Grading has lots and lots of ways to change the colors, to add other colors In this case, we are just going to test the Tone controls, here How can we start testing this? First, in Color Grading effect that you need to add, and you are going to do this in a moment, you need to check Mode and select Low Definition Range We are going to talk more about this later, so just do it for now, remember, I am going to do that And we are going to use the Color Filter

to generate a Matrix effect You can see here that Matrix uses Color Grading to identify when you are in and when you are out of the Matrix In the Matrix, everything is greenish Outside the Matrix, everything is bluer So we are going to do that effect So, in this case, we can select Color Filter and apply a tint to the whole Scene You can apply a tint here We can increase the Saturation and the Contrast, here, to improve and deepen the effect even further So let’s try this. Let me try this Again, you will already have that, but just in case, remember to Add effect > Unity > Color Grading if you don’t have that effect already Check Mode > Low Definition Range Check Filter, click the color In this case, I will set some kind of green When working with Post-processing, try to be gentle Don’t use extreme values like this, unless you really want to In this case, to achieve my example, just a little bit of green is enough We can improve Saturation here You can see how Saturation Again, don’t go extreme, just maybe a little bit, or a little less, depending on what you’re removing I’m going to increase Saturation And you can see, if you’re not familiar with the concept of Saturation, Saturation just increases the intensity of the colors This is too much, maybe here is OK How did I choose this? Because I liked it There is no other reason You try to find a profile that you like Also, we can increase Contrast a little bit Contrast makes highlights brighter and darks lower If you’re not sure about the changes you made, you can just check and uncheck Color Grading and see the before and after, and you can clearly see that those little changes make a lot of change And now we are in some kind of Matrix, by itself That’s a simple first step to try the Color Grading Several options we have So, it’s your moment to Do right now What I want you to do, again, enable the Color Grading and set the Low Definition Range mode No, it’s not LDR, sorry And then apply a color filter, but this time with a blue tint Play a little bit with the Saturation and Contrast and try to achieve a look like the one in the image So then, you have 5 minutes Let’s do this until 35 So, it’s your time [DANIEL] Nicolas, can you go to the previous slide? Some people are asking about Timeline, Cinemachine, pretty cool effects they can achieve and they can animate in some way with this Color Grading [NICOLAS] OK To be honest, I have never tried this If I had to guess, you probably can do that If we have time at the end of the session, we can try I’m pretty sure it’s possible through the Animation Window of Unity I mean Timeline, remember that it just plays clips, made in the Animation Window You can try to add an Animation Controller to the Post-processing Volume and create a clip there [DANIEL] Actually, it’s a very cool example of Unity, it’s like a racing car game I don’t know exactly where that is I think it’s in the Timeline tutorials You can watch it, and there’s a pretty cool effect with Cinemachine cameras and Post-processing You can blend those Post-processing Profiles, those volumes, you can blend and create pretty cool effects, like if you are driving inside a tunnel and you’re reaching the light outside, you have a pretty cool effect that blinds you for a few seconds That’s a pretty cool effect you can achieve with multiple volumes and blending those,

blending those volumes to different Profiles when being in any volume If you want to make a cinematic, it’s pretty cool to use this to set your mood As Nicolas said, your mood is something you may change in the development of your game, but you can achieve it really quick with these examples This about the blue Matrix effect, it’s pretty, pretty cool It’s a must if you want to give your players a correct environment So there’s a couple of questions about LDR mode and HDR mode, when to use one of those [NICOLAS] We are going to talk about LDR and HDR in just a moment For now, just hold that question for later, please Also, in case you are wondering, when Daniel was referring to blending, it’s just making two volumes overlap So you can make two cubes overlap in some area, and when the camera is in that overlapped moment, it will blend the two volumes OK, guys, five minutes have passed Remember, if you couldn’t do this, you will have time later For now, remember to pay attention Just in case, a little recap of what we just did Add effect > Color Grading, if you don’t have it already Enable LDR just for now We are going to change it in just a moment Color Filter Whatever color you want, in this case, I was looking for green Increase the Saturation a little to make the colors more vivid And increase the Contrast to make the highlights pop up, just because I like it, not for any other reason You can see that the color filtering is dimming the light a little bit because of how tinting works In this case, because I’m tinting green, the red and blue channels are getting lower, so the other image is getting a bit dimmer Increasing the Contrast can somewhat correct that Brightness can also be brought to that but Contrast has a nicer effect, in my opinion That’s how you apply a very basic Color Grading Color Grading can do much, much more Let’s continue investigating it Now let’s talk about LDR and HDR We’re going to talk first about LDR and HDR Rendering We are not referring to the famous HDR of TVs We are going to talk about that a little bit later, but we are going to talk about LDR Rendering What do I mean with rendering? Older GPUs only support a range of 0.1 for the color channels That means that when you want to represent a color, you have colors from zero to one You might think, “What happens with the 0 to 255?” Yes, actually, that 0..1 range maps to the 0 to 255, but it’s easier for doing calculations to think in terms of 0..1, because of how shaders work We are not going to talk too much about that The important part is that we were limited in those ranges So what’s the problem with that? When you are executing shaders and doing calculations and combining textures, adding colors is a pretty common operation When you add two colors, you are adding the red channels, the green channels, and the blue channels separately Especially with lighting Every light you apply to an object is adding color to the actual color of your shape tool, making it brighter The problem is the 0..1 range is exclusive, you cannot exceed the 0..1 range When you have colors that are too high, they get clamped When you have two colors that add up to 2, because the object has super-high light, it will get clamped to 1 That limitation prevented realistic lighting calculations Why? Because real light doesn’t have a limit Real light can shine beyond what our eyes can see, actually So if you want to get real light calculations, you need to get outside that range But because of older GPU limitations, we couldn’t

But we adapted to that That wasn’t a big problem But then we started to have HDR Rendering HDR Rendering is the ability of the Videocard to accept the 0..1 range In technical terms, now we have a floating-point back buffer instead of a 0 to 255 normalized buffer So what’s the difference? Greater precision You might remember that in some era, in some console generation change between maybe PlayStation 3 and PlayStation 4, I don’t remember which generation changed, you can notice that the lighting is more realistic Why? Because all the calculations, first, are done with PBR, nowadays; and second, are done without this 0..1 range This allows us to create colors that go outside the 0..1 range You do all those calculations, you’re great for that But at the end, our monitors expect ranges between 0..1 It’s what they are used to work, it’s the standard of monitors Again, in LDR monitors We have a nice image generating with lights that can with pixel colors that can exceed the 0..1 range How can we bring them back to the 0..1 range? You can clamp, but you’ll end up with the same results as before Instead, we apply a technique called Tonemapping Tonemapping takes the final image and adapts it to the 0..1 range in several ways You have several different kinds of Tonemappers that deals with how to translate a big range into the 0..1 range for our monitors to display Tonemapping takes HDR Data and brings it back to the regular 0..1 range, but applies some modifications to take advantage of this higher range So before discussing how different Tonemappers work, and how different Tonemappers bring them back to the 0..1 range, First, just to be sure, it’s usually set up like this, but just to be sure, let’s see how to enable HDR in our project Or at least check to see if it’s already enabled Go to Edit > Project, go to the Graphics section, and in the Tiers options, you need to see if Use HDR is checked In our case, it’s checked So I am going to do that I’m going to Edit > Project Settings > Graphics You can see different Tiers Different Tiers are selected according to the GPU The logic behind which Tier is going to be selected depends on the platform, but for now, you can think that in PC, Tier 3 is almost always selected The Tiers are different graphics configurations for different devices with different capabilities In our case, all Tiers have Use HDR checked In case any Tier doesn’t have it in your project, you can uncheck Use Defaults and override that behavior But in our case, we are good to go We don’t need to do anything Right now, Unity is working with HDR rendering After that, we want to set the Color Grading to support HDR Values Let’s go back, oops… here Let’s go back to our Post-processing Volume Remember that the volume is the one that applies to the Profile, and we can switch back to High Definition Range Actually, it was a better idea because our project was already in High Definition Range to work in High Definition Range Those settings should be set before starting the project You can see that the changes between the modes of Color Grading are huge The effects are totally different So this is very important to set up first Now we have Unity rendering HDR, the Post-processing Volume consider that we are working in HDR We need to do another change before applying Tonemapping We need to set the color space of the project to linear This is complicated This takes time to understand properly For now, I can say, just set linear and that’s all, but I will try to shortly explain why we need to set linear What is gamma?

Our monitors, regular CRTs and LCD monitors don’t have a linear response What do I mean by that? If you have a color, and you multiply the color by two, expecting to have the same color but twice as bright, it won’t be twice as bright, actually Why? Because the way our eye works is not linear When the eye receives twice the photons Let’s say you receive red and you want to receive twice the photons of red, your perception of the color is not going to be twice as bright Why? There are several reasons Some think the idea is our eyes work better in dark because of some predatory, evolutionary, biological setting But aside from the reason, the idea is exactly that Our eyes don’t work in a linear fashion Twice intensity won’t be captured as twice intensity by our brain What’s the problem with that? Lighting calculations work in a linear way The output of our Videocard to the screen is going to be linear, but our eyes are not going to perceive that We need to apply what is called a gamma correction The gamma correction compensates for our eye’s nonlinear response You can see here the kind of line that is showing, given any intensity of color by the graphics card, this is how our eyes capture it That means you will see everything darker than it actually is Monitors apply a correction automatically that power-ups to the opposite of this exponential value, that is usually 2.2, except that we don’t care about that now Real output, corrected output will give you a linear result Your eye is going to see that just fine It’s complicated, I know, but the idea What’s the problem? Why do we care about that if we say that the monitor automatically corrects gamma? The problem is mostly about textures Textures or images, any photo you take in any device, you can see they are encoded in gamma-corrected space That means the actual photos or textures or PNGs, or JPGs, or whatever format you want, are already encoded with this curve When you sample a texture to do some lighting calculation it’s already gamma-corrected That means the lighting calculations are done with gamma-corrected images Lighting corrections work better, work more real, with linear images If you switch to linear workflow in Unity, Unity will automatically take the gamma-corrected image and linearize it to work nice and linearly So, then later, in the final image, apply the gamma correction, so our monitor will display it right Once you switch to linear, all textures are correct, from gamma-corrected space, or sRGB, to linear space to do calculations nicely That’s why If you don’t get it right now, you have time to investigate it later For now, we are going to see how it works In this case, you can see how the original texture is shaded, applying the lighting calculations in the gamma-corrected space, and then displayed in this way While linear takes the original texture, removes the gamma correction, remember the gamma correction has increased the values to compensate for our eye’s perception, does the calculations in linear then corrects them again, so our display works with our eye’s perception You can see the results are similar but not exactly the same This one is much more realistic in terms of how light works in real life That’s enough for now about linear rendering How do we set it? Easy, in this case, it’s already set! But, you can go to File > Build Settings, Player Settings That is the same as going to Edit > Project Settings > Player

Here you have this Color Space that should be in linear This is important to be set as soon as you can in your project, if not the first thing you do when you create a project Because the change is enormous Now we are working with linear Now we are working in HDR Rendering Now it is time to apply the Tonemapping and see the results But before applying Tonemapping, there’s a last thing to consider Regular monitors, CRTs and LCDs, emits light in 80 or 100 nits A nit is a unit of light It is how intense the light emitted by a monitor can be Nowadays, HDR displays can have up to 1000 nits, or maybe more in some scenarios When a monitor has more nits than another, it can produce way more colors than the others, colors that with 100 nits we cannot achieve More than the 16 million colors, if I remember correctly, that we used to work with So the more nits, the more colors we have, the more details we can have in dark and light areas Why do we need to care? Because we need to take advantage of that feature of the monitor if we have one of those monitors Here is where Tonemapping enters Tonemapping needs to deal with our rendering going from ranges outside 0..1, and also need to consider that the screen that will display that image can have 100 nits, 80 nits, 1000 nits, or maybe more Tonemapping needs to consider those two cases We can, again, create a custom Tonemapper, but we usually use ACES Tonemapper, or Academy Color Encoding System mapping What is this? It’s a standard tonemapping that takes care of all that for us We do the conversion from outside 0..1 ranges to 0..1 ranges, and also will take into account our screens that have different displays, display lighting, or even lighting intensities So all this explanation just to justify that we just set Tonemapping to ACES, and that’s all You don’t need to do anything else But I like for you to know what we are doing, actually What do we need to do? Simple! Go to Mode in Tonemapping, set ACES, and you can see the result is pretty different Tonemapping, in the case of ACES, is expecting for you to work in HDR values, but we altered the Scene, not with HDR values We had other kinds of values in mind So when you activate ACES, you will see that everything becomes darker because you are supposed to work with higher values So, you need to correct that You need to increase the intensity of your lights to take advantage of this freedom of getting out of the 0.1 range We can increase a little bit the light… oops You can also increase the sky This is something strange Let me just check something OK, for some reason the Scene is not even lighted You can see originally, with a value of 1, before ACES, everything was lighter, with ACES, everything is darker We will compensate, increasing the intensity of the light, and you can see if we increase the intensity of the light it won’t affect the SkyBox, because remember the SkyBox is not being lit, actually We will just go to the Material of our SkyBox and increase the Exposure, just a little bit, to compensate To get more or less the same range we had earlier Because remember, when you’re working with ACES, everything is mapped differently So you need to first set ACES and then work We actually have a little time I will give you just two minutes for you to ask questions and do this, actually So let’s continue until 55, and then we’ll see a few more effects before finishing [DANIEL] Just a quick reminder, for those who are already in the chat, James shared some links about linear and gamma, and Tonemapping, if you want to review something about the process Also, for some of the explanation in some topics,

you can jump from one to another in the documentation If you want to see more of that, please use the links in the chat About 2D environment, I really like to work in 2D My jobs are mainly 2D right now You don’t need Sprites to have normal maps You can load other packages, like Universal Render Pipeline in order to have lighting in the Sprites You need to upgrade those materials, the Sprite materials you want to accept the light You can then use normal maps inside your Sprites This Tonemapping and general Color Grading effects are pretty, pretty cool when you use the lightning You’re a little bit restricted by the volumes because not everything works the same The volumes are made to you collide with the volumes But in 2D, volume is a little bit different But you can achieve pretty cool effects This about Tonemapping and coloring in general will give you the correct mood of your game They will really stand out what you need We’re going to do it that way, so don’t worry [NICOLAS] OK, let’s take five more minutes, guys, to see some other effects What did we do so far? We applied Tonemapping to support HDR We have applied some effects, some tinting, some Color Grading to have this greener effect But we can do much more with that One effect I know you want to see is the famous Sin City effect, everything gray except reds How can we achieve that? With another one of the controls of the Color Grading effect that is the Grading Curves Grading Curves allows us to map certain values It’s difficult to explain right now, but we are going to see one specific Grading Curve which is Hue vs. Saturation, what this curve means You can see that this hue in the X range represents colors This part of the X range is red, yellow, green, blue, etc The Y value of the curve represents Saturation In this case, you can see that the red, yellow, and green values have some saturation The green values have no saturation at all The bluish have saturation, and so on What does that mean? That the colors that have no saturation will tend to be grayscaled In this case, you can see how a red is converted to grayscale when saturation is lower So the lower the saturation, the more grayscaled the color So we can apply the same value of saturation to the whole Scene to make every color grayscale, or we can create curves that say, OK, this color has saturation, this doesn’t have saturation, this will have too much saturation, this won’t have saturation And this is what we need to achieve the Sin City effect To make every color except reds to have zero saturation, and reds higher saturation So we can set the Grading Curves to Hue vs Sat, then check Override, and modify the curve to achieve this You can see how the reds, in this case, are in the beginning and the end of the range You will need to do this exactly you know, effect In this case, I will just disable Tonemapping If you don’t remember what you modified, if you modify lots of stuff and you want to reset, you can click here, click Reset, and everything will go to the default values In this case, you will need to re-enable HDR It’s actually the default Re-enable ACES, and you are now in the default state And here we have Grading Curves, Hue versus Saturation

I will click Override, and now you can start to modify the curve You can control the curve using control points I will double-click some area to create a control point And you can see how I can move the control point to control the curve In this case, I will move the control point to the bottom, and you can see how the saturation is reduced for the whole Scene, for all the colors, And you have this nice black and white effect that may be what you need But in this case, I need to create more control points to change the shape of the curve So, double-click I create another control point I will put one here I will put this one here I will double-click this one and put this right here You can see how the curve continues in the other side So we have set this, like this So you can see how every color has zero saturation, except the red area In this case, our character doesn’t have too many reds, but you can see these areas or maybe the gloves or the A-level is highlighted And you can do that with whatever color you want You can just click three control points here Let me put one here… whoops Let me increase this a little bit, so I can have more space And we can increase the blues or whatever we want But you can see, you can isolate colors, and create interesting effects So that’s one of the several things we can do with Color Grading Maybe one more or two before leaving Let’s actually do something more interesting before leaving Trackballs, another way to control colors What do Trackballs do? It’s the same Every piece of control in the Color Grading allows us to change colors, but in different ways Trackballs allow us to modify dark areas, midtone areas, and highlight areas separately We can tint the highlights with one color, the dark areas with another color, the midtones with another color It’s just a way to modify the different ranges of the color wheel in different ways In this case, I generated this effect where the darkest areas are bluish and the highlight areas are purplish You can see I reduced the intensity of the midtones, generating this dramatic effect, if you like How can we achieve that? Easy First, reset it Enable the Lift trackball In this case, I will tone it to blue You can see the dark areas are tinted light blue But the other areas, also Because remember that it’s not that it will just work with the dark areas It will mostly affect the dark areas, but it will affect, to a lesser extent, the other areas So remember that all controls affect different parts, but in different ways In this case, I will also take the Gain, increase this, and you can see a mixture of bluish and purplish I will also take the Gamma effect and remove the midtones You can see how the dark areas and the highlight areas remain Maybe not entirely, You can control it If you want it to be saturated you can go all the way, but remember, be subtle Maybe like this is OK And we have totally unrealistic colors that we can generate easily Generate, with these two; this kind of exciting mood Alright, guys, that’s everything for today I encourage you not to do this right now, but later explore the different controls Just play, just break everything, and achieve a nice effect Effects you are proud of, just post them in the bit.ly Color Grading submissions site, where you can share your experience with other attendees of this session So just try different stuff And we are going to do a little wrap up here This was just an introduction, you will need to practice a lot, and the best way to learn is to share your experience with others So go to Learn Live Connect Group, talk with others, meet other people, post questions, we are going to answer them And discuss This is the best way to learn So, OK, right

Thank you very much Daniel, if you want to [DANIEL] If you want to reach us at some point, you can use the links You have Nicolas’ email and LinkedIn And for me, I encourage you, if you speak Spanish, I have a Twitch channel I’ll be streaming some effects, VFX and shader graph that you can actually do in games Pretty easy stuff, so if you want to see more of that, you can reach me at Twitch My email at Narwhalcorn is here And if you need something more personal, you can go to Twitter, I will be there, too So thank you so much, everyone Please join our Connect Group Everything you saw today, you’ll have the recorded session That’s all, stay tuned, we have a lot more live sessions you really want to see These are standalone sessions, but again, you can reach us at any time to see more of these topics So thank you so much, everyone ♪ [MUSIC] ♪

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