camera_look

The scene's photographic look: exposure, haze and color grade. Usually set with apply_look.

In scene text

camera_look { preset "…"  exposure 1  bloom 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 73

FieldTypeUnit / rangeWhat it does
presettext—Name of the look this started from (cinematic, golden_hour, overcast, noir, night, war_torn, bodycam, neutral, stylized, retro).
exposurenumberstops, -6 … 6Brightness in stops; +1 doubles it.
bloomnumber0 … 1Glow around bright areas.
contrastnumber0.5 … 21 is unchanged.
saturationnumber0 … 20 is black and white, 1 is unchanged.
temperaturenumber-1 … 1White balance: positive is warmer, negative cooler.
vignettenumber0 … 1Darkening toward the edges of the frame.
grainnumber0 … 1Film grain.
hazenumber0 … 10Atmospheric haze; 1 is a clear day.
distortionnumber0 … 1Wide-angle lens bulge (bodycam and action cameras are strongly curved).
chromatic_aberrationnumber0 … 1Color fringing toward the edges of the frame.
sharpennumber0 … 1Crispness of fine detail.
tone_maptext—How bright light fits the screen: filmic (ACES, default; saturated brights roll toward white) or neutral (Khronos PBR Neutral; packaging, signs and shop interiors keep their true colours under bright lamps).
anti_aliasingtext—Edge smoothing: msaa (default: 4x MSAA plus temporal anti-aliasing wherever the display setting has it on, as it is by default: thin lines, far detail and glints stop crawling), taa (temporal always, even with the display setting off), or msaa_only (no temporal pass: only to compare). Portable renderers fall back to MSAA.
auto_exposurenumber0 … 1How much the camera adapts brightness to the scene, like a real camera walking from dark into light.
handheldnumber0 … 2Hand-held sway and walking bob of the player's camera.
field_of_viewnumberdeg, 0 … 140Player camera field of view (0 keeps the default 62; bodycams are about 90 to 100).
depth_of_fieldnumber0 … 32Depth of field on the player's camera while playing: the lens's f-stop (0 off; 2 softens the far background, 0.5 strong, below that a miniature look). Focus follows the player unless focus_distance is set.
focus_distancenumberm, 0 … 10000Where the player's camera focuses (0: on the player).
lens_flarenumber0 … 1Lens flares from bright lights: ghosts mirrored through the frame's middle and a halo ring.
lens_dirtnumber0 … 1Dirt on the lens that lights up where bright light crosses it.
streaksnumber0 … 1Anamorphic streaks: the long horizontal blue flare of anamorphic cinema lenses.
halationnumber0 … 1Film halation: the warm red glow film puts around bright lights.
letterboxnumber0 … 3Letterbox bars to a cinema aspect ratio (2.39 scope, 1.85 flat; 0 none).
film_stocktext—
film_strengthnumber0 … 1How much of the film stock's character shows (1: all of it).
gate_weavenumber0 … 3How much the film weaves and flickers in the gate: 0 none, 1 the stock's camera, 2-3 an old projector.
local_exposurenumber0 … 1Local exposure, as UE5's: shade lifted and highlights eased by their neighbourhood's brightness (edge-aware, no halos), so a shaded street beside a sunlit one reads and every surface keeps its detail (0 off; 0.6-0.8 for daylight streets).
tv_staticnumber0 … 1Old TV static over the picture: snow, a rolling bar, scanlines (scripts add bursts: game.tvStatic).
glitchnumber0 … 1Digital camera glitches: torn lines, jumped blocks, split colours (scripts add bursts: game.glitch).
vhsnumber0 … 1Worn VHS tape: wobble, a rolling tracking band, bleeding colour, scanlines (game.vhs).
bokeh_bladesnumber0 … 16Depth of field: the aperture's blades (0 a round iris; 5...9 polygon bokeh).
bokeh_rotationnumberdeg, -180 … 180Depth of field: the blades' turn.
anamorphicnumber1 … 2.5Depth of field: anamorphic squeeze (1 spherical; 1.33...2 the tall oval bokeh of anamorphic cinema lenses).
bokeh_highlightsnumber0 … 4Depth of field: how strongly bright highlights bloom into bokeh balls.
cat_eyenumber0 … 1Depth of field: cat's-eye bokeh toward the frame's edges (the lens barrel clipping the aperture).
luttext—
lut_strengthnumber0 … 1How much of the LUT's grade is applied.
night_visiontext—off
night_vision_gainnumber0.1 … 4Night vision gain (1 as built; more is brighter and noisier).
night_vision_tubetext—none
styletext—Rendering style: realistic, stylized (cel-shaded bands and ink outlines, cartoon games) or retro (big pixels, small dithered palette).
outlinenumber0 … 1Ink outline strength in the stylized style.
toon_bandsnumber2 … 8Stylized light bands (default 3, rounded to the nearest whole band).
band_softnessnumber0 … 1Stylized band edge softness (default 0.08): 0 hard cels; above 0.5 the bands melt into a smooth painted gradient, 1 fully painted (soft-shaded cartoon).
rimnumber0 … 1Stylized rim light strength (default 0.2).
specular_modetext—hard
outline_widthnumber0.5 … 6Stylized ink line width in screen pixels up close (default 1.5); lines thin with distance and fade far away.
crease_strengthnumber0 … 1Stylized inner lines where a surface folds (a box's edges, a kart's panels); 0 draws silhouettes only (default 0.6).
outline_colortext—black
distant_lightsnumber0 … 5000Distant lights (big maps at night): lamps further than this many metres are drawn as glows instead of lights, so the far city sparkles for almost nothing (one instanced pass; buildings hide them; they fade in at dusk). 0 off (default): every lamp is a light. Open City: 300.
retro_linesnumber60 … 1080Vertical resolution of the retro style (240 is a 90s console, 480 a 2000s one).
reflectionsnumber0 … 1Screen-space reflections (0 off, 1 full), with room captures for off-screen surfaces.
volumetricsnumber0 … 1Light shafts: lamp and spotlight light scattering in the haze (headlight cones, glow around tubes); thicker with haze. 0 off.
volumetrics_rangenumberm, 20 … 2000How far from the camera light shafts reach (112 a street or a room; several hundred for a lighthouse beam across a bay or a town seen from far above). The sun's own shafts keep their 110 m.
mistnumber0 … 3Ground mist: fog lying on the ground in slow drifting banks and thin gaps; hides the far distance, and lamps, bulbs and flashlight beams light it unevenly where they cross it (with volumetrics). 0 none, 0.3 a light night mist, 1 thick fog.
mist_heightnumberm, 0.2 … 50How high the mist reaches: it halves in thickness every this many metres above mist_level.
mist_patchesnumber0 … 1Mist unevenness: 0 an even veil, 1 dense banks with clear air between.
mist_scalenumberm, 0.5 … 100The size of the mist's banks.
mist_levelnumberm, -1000 … 10000The ground height the mist lies on.
mist_drift(x, y, z)m/sHow the mist drifts (a slow breeze), metres per second.
split_tonenumber0 … 1Teal-and-orange grade: cool shadows, warm highlights (0 off).
lamp_shadowsnumber0 … 1Shadows from every lamp (ray traced where the Mac can), not only the few spotlights with shadow maps; spot shadows stop popping as the camera moves. 0 off, 1 on.
wetnessnumber0 … 1Weather: how wet everything is (darker, glossier; water runs down walls in rain). 0 dry.
puddlesnumber0 … 1Weather: standing water on surfaces that face up (concrete, asphalt), mirror-like, in their low spots.
rainnumber0 … 1Weather: rain falling around the camera, rings in puddles, rivulets on walls. 0 none.
snow_covernumber0 … 1Weather: settled snow on everything open to the sky that faces up (roofs, ground, rocks, leaves), thickest on flat tops; 0 none, 1 a full white cover. Falling snow settles it on its own.
heat_hazenumber0 … 4Heat shimmer over fires, exhausts and hot ground (heat_haze objects, fire particles): 1 as they set it, 0 off.
sky_lightnumber0 … 4Sky light: how strongly the sky fills the shadows (1 physical; film lighting ~2: soft, never black shadows).
sky_tintcolour (r, g, b)—Tints the sky and all the light, reflections and haze it gives (1, 1, 1 none): a warm room's light round a diorama on a table, a green alien sky, a smoky orange dusk.
light_occlusionnumber0 … 1How much ambient occlusion also darkens lamps without shadows: soft contact darkening under furniture and in corners indoors (0 off).
ground_planetrue / false—Draw the endless default ground at height 0 (off when the scene has its own land, sea or anything below 0). Drawn or not, physics keeps a solid floor at 0 until open_sky is on.
open_skytrue / false—No land below the horizon: the sky continues down, and there is no physics floor at height 0 (every 3D scene has one otherwise, even with ground_plane off). Turn it on for pits, gaps, cliffs and edges to fall off, floating islands, flying games and space: then only the scene's own land and colliders hold things up.
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