Split Toning
This effect tints different areas of the image based on luminance values, to help you achieve a more distinctive look. You can use this to add different color tones to the shadows and highlights in your Scene.
Using Split Toning
Split Toning uses the Volume framework, so to enable and modify Split Toning properties, you must add a Split Toning override to a Volume in your Scene. To add Split Toning to a Volume:
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- In the Inspector, go to Add Override > Post-processing and select Split Toning. HDRP now applies Split Toning to any Camera this Volume affects.
API
To access and control this override at runtime, use the Volume scripting API. Because of how the Volume system works, you edit properties in a different way to standard Unity components. There are also other nuances to be aware of too, such as each property has an overrideState. This indicates to the Volume system whether to use the property value you set, or use the default value stored in the Volume Profile. For information on how to use the API correctly, see Volume scripting API.
Properties
When you adjust the color in the color picker for each property, you should only adjust the Hue and Saturation. Value also changes the overall image brightness.
Property | Description |
---|---|
Shadows | Use the color picker to select the color that HDRP uses for tinting shadows. |
Highlights | Use the color picker to select the color that HDRP uses for tinting highlights. |
Balance | Use the slider to set the balance between Shadows and Highlights. Lower values result in more pronounced shadow toning is compared to highlight toning. Higher values result in the opposite effect, with more pronounced highlight toning compared to shadow toning. |