The 3D Handbook
Key term

Colour grading and LUTs

Shifting the colours of the final image for mood and consistency, either with parametric controls or with a look-up table (LUT), a small 3D texture that maps every input colour to an output colour.

renderingpost-processingcolourart-direction

Colour grading changes the colours of the finished image: warmer, colder, more contrast, teal shadows, golden highlights. A LUT (look-up table) is the most common way to store a grade: a small 3D grid of colours in which each input colour finds its output colour. Godot's documentation notes: "A 3D look-up-texture (LUT) can also be used for color correction" (Godot Engine documentation: Environment and post-processing).

Grading is the stage where art direction is applied to the rendered image. It is the same job a film colourist does, done in real time on every frame. For choosing the colours themselves, see colour for environments and colour scripts.

#Parametric grading

Every engine offers sliders before you ever need a LUT.

#How a LUT works

A 3D LUT is a cube: red along one axis, green along another, blue along the third. Engines store it either as a real 3D texture or unwrapped into a strip of 2D slices. Godot lists typical resolutions of "17×17×17, 33×33×33, 51×51×51 or 65×65×65", imported as a Texture3D with the right number of slices (Godot Engine documentation: Environment and post-processing). Unity URP uses a LUT size of 32 by default, which "provides a good balance of speed and quality" (Universal Render Pipeline manual: Universal Render Pipeline Asset reference).

The real version of the diagram above. Epic: "A Lookup Table used in Unreal Engine is a 16x16x16 color neutral LUT unwrapped to a 256x16 texture" (Epic Developer Community documentation: Using Look-up Tables for Color Grading in…). Applied as it is, it changes nothing; every grade starts from a copy of this image.Epic Games, Unreal Engine documentation
Eight small square tiles in a row, each a grid of colours. Within each tile red increases left to right and green bottom to top; from tile to tile blue increases.
An identity LUT unwrapped into slices. Grading software moves the colours in the cells; the engine then looks up every pixel in the edited table.Diagram by the handbook author
Two views of a stack of pastel-coloured toruses on a pale floor. On the left, labelled Without 3D LUT, the colours are pink, green and blue. On the right, labelled With 3D LUT, the whole image has a warm brown sepia tint.
Godot's neutral 33 × 33 × 33 LUT template, edited in an image editor to give a sepia look, then applied to the scene. Screenshot from Godot.Godot Engine documentation (Juan Linietsky, Ariel Manzur and the Godot community), CC BY 3.0

#The workflow

LUTs are usually authored outside the engine: you grade a screenshot of the game in an image editor or grading tool, apply exactly the same adjustment to an identity LUT like the one above, and import the result. Ghost of Tsushima's art team worked in "Photoshop + 32x32x32 sRGB LUTs", which the art director still favoured (SIGGRAPH 2021: Real-Time Samurai Cinema: Lighting…).

Epic's example of the same default scene with a sepia-toned LUT instead of the neutral one (Epic Developer Community documentation: Using Look-up Tables for Color Grading in…). Nothing in the scene changed; every pixel was looked up in the edited table.Epic Games, Unreal Engine documentation
A shipped example. Nate Stephens writes that he was responsible for the lighting and colour grading of the game's intro level, working alongside Dan McKim (ArtStation: God of War - Forest). The post does not say which grading tools were used; look at it for the result: the overall colour cast and how the grade separates light from shadow.Nate Stephens, via ArtStation

#Common mistakes

Related: colour space: sRGB and linear, colour for environments, art bibles and style guides.

#Further reading and watching

References

  1. Godot Engine contributors · Environment and post-processing · Godot Engine documentation (source on GitHub), 2026 · docs · accessed 2026-10-21
  2. Epic Games · Color Grading and the Filmic Tonemapper · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  3. Unity Technologies · Universal Render Pipeline Asset reference (URP 17) · Universal Render Pipeline manual, 2026 · docs · accessed 2026-10-21
  4. Epic Games · Using Look-up Tables for Color Grading in Unreal Engine · Epic Developer Community documentation · docs · accessed 2026-10-22
  5. Jasmin Patry (Sucker Punch Productions) · Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-21
  6. Nate Stephens · God of War - Forest · ArtStation · web · accessed 2026-10-22
  7. Théophile Lebeau · Assassin's Creed Shadows: Foliage · ArtStation, 2024 · web · accessed 2026-10-21

Last updated 2026-10-22