# White Balance Node ## Description Adjusts the temperature and tint of input **In** by the amount of inputs **Temperature** and **Tint** respectively. **Temperature** has the effect of shifting the values towards yellow or blue. **Tint** has the effect of shifting towards pink or green. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | In | Input | Vector 3 | None | Input value | | Temperature | Input | Float | None | Temperature offset value | | Tint | Input | Float | None | Tint offset value | | Out | Output | Vector 3 | None | Output value | ## Generated Code Example The following example code represents one possible outcome of this node. ``` void Unity_WhiteBalance_float(float3 In, float Temperature, float Tint, out float3 Out) { // Range ~[-1.67;1.67] works best float t1 = Temperature * 10 / 6; float t2 = Tint * 10 / 6; // Get the CIE xy chromaticity of the reference white point. // Note: 0.31271 = x value on the D65 white point float x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05); float standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507; float y = standardIlluminantY + t2 * 0.05; // Calculate the coefficients in the LMS space. float3 w1 = float3(0.949237, 1.03542, 1.08728); // D65 white point // CIExyToLMS float Y = 1; float X = Y * x / y; float Z = Y * (1 - x - y) / y; float L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z; float M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z; float S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z; float3 w2 = float3(L, M, S); float3 balance = float3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z); float3x3 LIN_2_LMS_MAT = { 3.90405e-1, 5.49941e-1, 8.92632e-3, 7.08416e-2, 9.63172e-1, 1.35775e-3, 2.31082e-2, 1.28021e-1, 9.36245e-1 }; float3x3 LMS_2_LIN_MAT = { 2.85847e+0, -1.62879e+0, -2.48910e-2, -2.10182e-1, 1.15820e+0, 3.24281e-4, -4.18120e-2, -1.18169e-1, 1.06867e+0 }; float3 lms = mul(LIN_2_LMS_MAT, In); lms *= balance; Out = mul(LMS_2_LIN_MAT, lms); } ```