# Chromatic Aberration Chromatic Aberration mimics the effect that a real-world camera produces when its lens fails to join all colors to the same point. For more information on the Chromatic Aberration effect, see the [Chromatic Aberration](https://docs.unity3d.com/Manual/PostProcessing-ChromaticAberration.html) documentation in the Unity Manual. ## Using Chromatic Aberration **Chromatic Aberration** uses the [Volume](Volumes.md) framework, so to enable and modify **Chromatic Aberration** properties, you must add a **Chromatic Aberration** override to a [Volume](Volumes.md) in your Scene. To add **Chromatic Aberration** to a Volume: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Chromatic Aberration**. HDRP now applies **Chromatic Aberration** to any Camera this Volume affects. [!include[](snippets/volume-override-api.md)] ## Properties ![](Images/Post-processingChromaticAberration1.png) | **Property** | **Description** | | ---------------- | ------------------------------------------------------------ | | **Spectral Lut** | Assign a Texture to use for a custom fringing color. Leave this field empty to use the default Texture. | | **Intensity** | Use the slider to set the strength of the Chromatic Aberration effect. | | **Max Samples** | Use the slider to set the maximum number of samples that HDRP uses to render the Chromatic Aberration effect. | ## Details From 2019.3, HDRP provides lookup Textures that you can use to customize this effect. These lookup Textures are for the **Spectral Lut** property. To add these Textures to your Unity Project, you must use the Package Manager: 1. Select **Window > Package Manager**. 2. In the **Packages** window, select **High Definition RP**. 3. In the **High Definition RP** section, navigate to **Additional Post-processing Data** and click **Import into Project** next to it. 4. The Textures that are relevant to Chromatic Aberration are in the **Spectral LUTs** folder, so if you only want the lookup Textures for Chromatic Aberration, only import the contents of the **Spectral LUTs** folder.