34 lines
2.2 KiB
Markdown
34 lines
2.2 KiB
Markdown
# Chromatic Aberration
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Chromatic Aberration mimics the effect that a real-world camera produces when its lens fails to join all colors to the same point.
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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.
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## Using Chromatic Aberration
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**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:
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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 **Chromatic Aberration**. HDRP now applies **Chromatic Aberration** to any Camera this Volume affects.
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[!include[](snippets/volume-override-api.md)]
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## Properties
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| **Property** | **Description** |
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| ---------------- | ------------------------------------------------------------ |
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| **Spectral Lut** | Assign a Texture to use for a custom fringing color. Leave this field empty to use the default Texture. |
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| **Intensity** | Use the slider to set the strength of the Chromatic Aberration effect. |
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| **Max Samples** | Use the slider to set the maximum number of samples that HDRP uses to render the Chromatic Aberration effect. |
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## Details
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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:
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1. Select **Window > Package Manager**.
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2. In the **Packages** window, select **High Definition RP**.
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3. In the **High Definition RP** section, navigate to **Additional Post-processing Data** and click **Import into Project** next to it.
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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.
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