Set Color Chart - Lumberyard User Guide

Set Color Chart

Applies a color chart texture for color grading.


When you call the node for the first time, you must set a default color chart for the fade to work correctly. The Set Color Chart node uses this color chart as a reference to fade into the next color chart. If the Set Color Chart node doesn't have a default color chart to fade from, the node will immediately fade to the first color chart, regardless of the fade time.

For an example script, see Example Set Color Chart Script.

                setcolorchartnode, setcolorchart, colorchart, colorgrading,


Pin Type Description
In Event Triggers the node.
Texture Name String

The name of a color chart texture. For more information, see Finding the Texture Name.

Fade Time Number

Number of seconds to fade into the color grading.

Creating a Color Chart for Lumberyard

You can create a color chart to apply color grading to your project. A color chart uses a reference image that can be an example image from your game or an image that contains a wide variety of color. You then modify the image, such as changing the hue, saturation, brightness, and so on.

When you specify the color chart file with the Set Color Chart node, Lumberyard takes the image and its color chart and applies the color changes to your level. For example, you can use a color chart with negative saturation to make your game appear dark and muted.

To create a color chart

  1. Make a copy of the color chart file default_cch.tiff. You can find the color chart file in the lumberyard_version\dev\Engine\EngineAssets\Textures directory.


    You must use this exact file so that the Resource Compiler can detect the color chart and use it to process the color charts that you create.

    The following is an example color chart image:

                    Color chart example for Lumberyard.
  2. Use a reference image that shows a wide range of colors and that has not been color corrected yet, and do the following:

    • You don't need to use a high resolution or large reference image.

    • You can use any image as a reference, such as screenshot from your game.

    1. Copy and paste the color chart image into the reference image.

    2. Flatten all layers for the image.

    3. Save the image as filename_cch.tif, such as default_startergame_cch.tif.


      You do not need to include the _cch suffix for the image file.

    Example default color chart image

    The following image is from Starter Game Sample and includes the color chart in the bottom right.

                        Color chart example reference for the Set Color
                                Chart node in Script Canvas.
  3. Make a copy of the image and then do the following:

    1. Modify the image so that it has the color correction that you want. Avoid extreme color correction changes, which can result in overlapping colors when the scene is processed.

    2. Save the image as filename_cch.tif, such as saturation_cch.tif.

    Example modified color chart image

    The following image lowers the saturation.

                        Color chart example reference with color correction applied for the
                                Set Color Chart node in
                            Script Canvas.
  4. Move all three files (default_cch.tiff and your color charts) to your game project directory, such as lumberyard_version\dev\StarterGame\textures\defaults\.


    You use this directory to specify the file path to the color chart file in the Set Color Chart node. For more information, see Finding the Texture Name.

  5. To compile your images so that Lumberyard Editor recognizes them as color charts, do one of the following:

    • In Lumberyard Editor, in the Asset Browser, navigate to the color chart file and double-click it.

    • If you have the RC Shell Commands plugin installed, right-click the image and choose RC Compile Image.

                            Use the Resource Compiler to open the color chart

      You can install the plugin in Lumberyard Setup Assistant. For more information, see Using Lumberyard Setup Assistant to Set Up Your Development Environment.

  6. In the Resource Compiler, verify that ColorChart is selected, click Generate Output, and then click OK.

                    Example color chart processed by the Asset Processor.
    • You can clear the Tiled option to preview the image correctly. This option does not affect your color chart.

    • To see more information about ColorChart settings, click Show preset info. You can find these settings in the rc.ini file, located in the lumberyard_version\dev\Bin64vc141\rc\ directory.

      For more information, see Using the Resource Compiler Image Tool.

  7. Repeat steps 5 and 6 for all your color chart images.

  8. In the Script Canvas editor, create a script. In the Set Color Chart nodes, specify the path to the color chart files that you created, and the Fade Time.

    Example Set Color Chart Script

    The example script does the following:

    1. When the graph starts, the Set Color Chart node sets a default color chart with the default_startergame_cch.tif file.

    2. The Delay node waits three seconds.

    3. During the next five seconds, the Set Color Chart node fades the screen to the color chart with the saturation_cch.tif file.

                        Example Set Color Chart node with the default
                            color chart image specified and the new color chart.
  9. Attach the Script Canvas component to an entity and specify the script. For more information, see Working with Components.

  10. To test your script in game mode, press Ctrl+G.


    The following example demonstrates the script.

                        Use the Set Color Chart node and set a color
                            chart to modify the color grading in your game project.
  11. To exit game mode, press Esc.

Console Variables for Color Charts

You can use the following console variables for working with color charts. For more information, see Using the Console Window.

Console Variable Description Valid Values

Enables color grading.

0 = Off

1 = On (default)


Enables color grading with color charts.

0 = Off

1 = On (default)


Enables cache updates for the color grading charts.

0 = Always update.

1 = Update every other frame.

2 = Update every two frames.

3 = Update every three frames.

4 = Update every four frames (default).

r_ColorGradingFilters Enables color grading for filters.

0 = Off

1 = On (default)

r_ColorGradingLevels Enables color grading for levels.

0 = Off

1 = On (default)

r_ColorGradingSelectiveColor Enables color grading for the selected color.

0 = Off

1 = On (default)