Setting mood with color grading
One of the best ways to easily change the mood of a scene is by changing the colors a scene uses. One of the best examples of this is in the Matrix series of films, where the real world is always blue-tinted, while the computer-generated world of the Matrix is always tinted green. We can emulate this in our games through the use of color grading.
Getting ready
Make sure you have completed the Installing the Post Processing Stack recipe before starting this one.
How to do it...
- We first create a new
Post Processing Profileby right-clicking within theAssetsfolder in theProjectwindow and then selectingCreate|Post Processing Profile. Once selected, it will allow us to rename the item. Go ahead and set it toColorProfile. - Select the
Post-process volumeobject and, from theInspectorwindow, go to thePost Processing Volumecomponent and assign theProfileproperty to theColorProfliewe just created. - Afterward, select the
Gametab, if it hasn't been selected already, to see the results of the changes to be made. - Select the
Add effect...button and selectUnity|Color Grading. - Check the
Modeproperty and set it toLow Definition Range(LDR). From there, you'll see a number of properties that can be used to adjust the colors on the screen in a similar manner to how Photoshop's hue/saturation menu works. Check theTemperatureproperty and set it to30. Afterward, set theHue Shiftproperty to-20and theSaturationto15:

- After making the changes, dive into the game to see what it looks like when playing:

The final result of using color grading
Notice how the previously very green environment is now much warmer and more yellow than before.
Note
For more information on the color grading effect, check out: https://github.com/Unity-Technologies/PostProcessing/wiki/Color-Grading.