Vibrance
Adjust subdued colors while protecting hues that are already strongly saturated. vibrance
offers a more selective color-grade control than a uniform saturation adjustment.
At a Glance
| Property | Value |
|---|---|
| Export | vibrance |
| Backends | WebGPU and WebGL2 |
| Render passes | One fullscreen color-filter pass |
| Additional inputs | None |
Usage
import {ShaderPassRenderer} from '@luma.gl/engine';
import {vibrance} from '@luma.gl/effects';
const renderer = new ShaderPassRenderer(device, {shaderPasses: [vibrance]});
renderer.renderToScreen({
sourceTexture: sceneColorTexture,
uniforms: {vibrance: {amount: 0.45}}
});
Parameters
| Parameter | Default | Range | Description |
|---|---|---|---|
amount | 0 | -1 to 1 | Decreases or increases saturation in proportion to how muted each source color is. |
The zero default leaves the source unchanged. Positive values reveal quieter color detail without applying the same increase to already vivid pixels.
Composition and Cost
Vibrance is a single color-only pass and requires no intermediate history or scene attachments. It works well after a broad hue rotation, after a color halftone, or as a late finishing grade. Use Hue and Saturation when all colors should change with the same global saturation control.
Related Effects
- Hue and Saturation adjusts all colors uniformly.
- Brightness and Contrast controls the tonal range instead of chroma.
- Color Halftone provides a complementary print-style color treatment.