26 lines
1.7 KiB
Markdown
26 lines
1.7 KiB
Markdown
---
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uid: urp-post-processing-split-toning
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---
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# Split Toning
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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.
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## Using Split Toning
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**Split Toning** uses the [Volume](Volumes.md) framework, so to enable and modify **Split Toning** properties, you must add a **Split Toning** override to a [Volume](Volumes.md) in your scene. To add **Split Toning** to a Volume:
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1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
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2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Split Toning**. URP now applies **Split Toning** to any Camera this Volume affects.
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## Properties
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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.
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![](Images/Inspectors/SplitToning.png)
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| **Property** | **Description** |
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| -------------- | ------------------------------------------------------------ |
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| **Shadows** | Use the color picker to select the color that URP uses for tinting shadows. |
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| **Highlights** | Use the color picker to select the color that URP uses for tinting highlights. |
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| **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. |
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