I have more time today, so here is some more info on the color grading.
It will be a standard part of the post processing chain.
We plan on supporting the usual 3D texture based LUTs. I also added support for 2D texture vesions of the same texture layouts, so if users have issues with making 3D LUTs, we could enable the additional implementation.
I also plan to add parametric color grading, where you can tweak color values / contrast / brightness in the editor with sliders.
The main goal is to give users more control and freedom.
Let's say you have a scene, all lit up and textured, but feel the result looks a bit too generic or bland:
You can ofcourse play with the tonemapping, use one that adds a bit more contrast, play with the gamma, etc. Perfectly serviceable results, but they still look a bit "computer-y"
This is where LUTs come in and add some fine tuning capabilities.
It's very easy to take a screenshot of your scene to Photoshop and fine tune colors, brightness, contrast, etc. there to your liking and then save out a LUT that will bring these tweaks to your realtime scene.
In this case, let's just add a bit more cinematic punch to the image, just some very light tweaks to make it look a bit more filmic:
This is ofcourse totally dependant on the style of your game and your taste, there is no right or wrong.
You can take it wherever you want to, here is an example LUT for a hollywood style orange-teal feel:
Or maybe you want a more old-movie like feel:
The possibilities are endless.
We will provide some basic example LUTs for the most common adjustment styles, but it's very simple to tweak your own.
I will probably make a tutorial on that once we have the new version out.
The system will be able to load at least 2 LUTs simultaniously and allow you wo smoothly blend between the original image and the colorgraded versions. This should make it rather simple to use color grading for special effects like the player having low health or having a status effect like freeze/poison/etc.