# Tonemapping Tonemapping is the process of remapping the HDR values of an image to a new range of values. Its most common purpose is to make an image with a low dynamic range appear to have a higher range. See Wikipedia: Tone mapping. ## Using Tonemapping **Tonemapping** uses the [Volume](Volumes.md) system, so to enable and modify **Tonemapping** properties, you must add a **Tonemapping** override to a [Volume](Volumes.md) in your Scene. To add **Tonemapping** to a Volume: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override** > **Post-processing**, and click on **Tonemapping**. The Universal Render Pipeline applies **Tonemapping** to any Camera this Volume affects. ## Properties ![](Images/Inspectors/Tonemapping.png) | **Property** | **Description** | | ------------ | ------------------------------------------------------------ | | **Mode** | Select a tonemapping algorithm to use for color grading. The options are:
• **None**: Use this option if you do not want to apply tonemapping.
• **Neutral**: Use this option if you only want range-remapping with minimal impact on color hue & saturation. It is generally a good starting point for extensive color grading.
• **ACES**: Use this option to apply a close approximation of the reference ACES tonemapper, for a more cinematic look. It is more contrasted than Neutral, and has an effect on actual color hue & saturation. If you use this tonemapper, Unity does all the grading operations in the ACES color spaces, for optimal precision and results.
ACES HDR tonemapping is not supported on Android devices with Adreno 300 series GPU. |