unreal.CompositePassColorGrading

class unreal.CompositePassColorGrading(outer: Object | None = None, name: Name | str = 'None')

Bases: CompositePassBase

Applies exposure, contrast, saturation, temperature and color-wheel adjustments to the layer input. Assumes input is in the linear working color space.

C++ Source:

  • Plugin: Composite

  • Module: Composite

  • File: CompositePassColorGrading.h

Editor Properties: (see get_editor_property/set_editor_property)

  • color_grading_settings (ColorGradingSettings): [Read-Write] Color grading settings.

  • display_name (str): [Read-Write] The display name of the pass

  • input_is_premultiplied (bool): [Read-Write] Set true when the input texture stores premultiplied alpha (RGB already scaled by A). The pass will unpremultiply before processing and re-premultiply after, so color grading operates on straight-alpha values. Leave false for straight-alpha inputs.

  • is_enabled (bool): [Read-Write] Whether or not the pass is active.

  • temperature_settings (CompositeTemperatureSettings): [Read-Write] Color temperature settings.

property b_unpremult: bool

‘b_unpremult’ was renamed to ‘input_is_premultiplied’.

Type:

deprecated

property color_grading_settings: ColorGradingSettings

[Read-Write] Color grading settings.

Type:

(ColorGradingSettings)

property input_is_premultiplied: bool

[Read-Write] Set true when the input texture stores premultiplied alpha (RGB already scaled by A). The pass will unpremultiply before processing and re-premultiply after, so color grading operates on straight-alpha values. Leave false for straight-alpha inputs.

Type:

(bool)

property temperature_settings: CompositeTemperatureSettings

[Read-Write] Color temperature settings.

Type:

(CompositeTemperatureSettings)