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removing greenish tone

Discussion in 'High Definition Render Pipeline' started by dubois121, Oct 27, 2021.

  1. dubois121

    dubois121

    Joined:
    Jul 12, 2019
    Posts:
    38
    how to remove this greenish lighting and have natural lighting?
    because with the hdrp profile it's a bit confusing. i use hdrp 12.1
    vert.jpg
     
    Last edited: Oct 27, 2021
  2. pierred_unity

    pierred_unity

    Unity Technologies

    Joined:
    May 25, 2018
    Posts:
    431
    Hey, I suppose what you're referring to is "bloom" (the green glow effect surrounding high-intensity areas).

    You can adjust it by adding a "Bloom" volume override into whatever volume you're using in your scene.

    https://docs.unity3d.com/Packages/c...nition@12.0/manual/Post-Processing-Bloom.html


    If you mean reducing the green influence in the image and color grading it, you have many other overrides available, like "Channel mixer", "Color Adjustment", etc. Very similar to Photoshop adjustment filters, if you're familiar with these.
     
    dubois121 likes this.
  3. dubois121

    dubois121

    Joined:
    Jul 12, 2019
    Posts:
    38
    the developer of this asset says:
    "the green tint can be fixed by changing the diffusion profile of the material"
    in which sector of unity I will be able to modify this famous what does he mean by !!??"

    what does he mean by diffusion profil of the material ?

    this ?
    hdrp.jpg

    light cannot have material ; only the playfield and its components...??

    apart from this, I don't see anything else :
    hdrp2.jpg
     
    Last edited: Oct 29, 2021
  4. DEEnvironment

    DEEnvironment

    Joined:
    Dec 30, 2018
    Posts:
    436
    the green tint looks like emission from the shader used on that model
    in HDRP emission works a bit different than standard or URP

    the emission gives it color from the shader and in HDRP they also have what they call Exposure Weight

    see (figure 19)
    Create and calibrate an illuminated object using HDRP - Unity Learn


    HDRP also has "diffusion profiles", Think about this as a more advance thickness commonly used for vegetation or subsurface skin effects .. if your shader has this option a profile would be added on the material and also setup on the asset file .. suggest youtube for more info about this subject


    the glow (aka bloom) works from the emission levels you set on the shader, in the shader you have the local setting such as exposure weight and for global you have the postprocess effect that woks globally
    see (figure 02)
    Post Processing Effects: Bloom - Unity Learn
     
  5. dubois121

    dubois121

    Joined:
    Jul 12, 2019
    Posts:
    38
    Okay, thank you for your reply.
    I will study this. This weekend.
    i will try not to mix everything up...:):D
     
    Last edited: Oct 30, 2021