AgX is the new color transform introduced in Blender 4.0, surpassing Filmic and ACES in many aspects. This repository contains a collection of AgX LUTs that are compatible with Unity BIRP and HDRP.
Note
For URP, we can't use external LUTs in the global volume. We need to use it as a render feature. I added some basic support. Please look at the example assets in the URP folder, there are some preconfigured assets for URP.
This Unity pack is inspired by the original AgX by Troy Sobotka and the Blender AgX implementation. The LUTs in the pack are configured to provide visual consistency with Blender's OCIO presets:
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Defaut Presets:
- Base Contrast
- Medium High Contrast
- High Contrast
- Very High Contrast
- Medium Low Contrast
- Low Contrast
- Very Low Contrast
- Punchy
- Greyscale
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My custom variants
- AgX - Powerful (My first attempt to bring back contrast, colors and brightness)
- Agx - Hue (Based on AgX - Powerful, but with a little less power and more saturation (Slope 1.1, Power 1.1, Saturation 1.3), I recommend using this one!)
Check out the Blender release notes for more information about AgX.
With AgX, you can now achieve a similar look between Blender and Unity:
If you're not familiar with external LUTs in Unity, follow these steps to set it up. Assuming your project is configured in Linear Color Space with a working Post-Process, here's how to add the external LUTs:
BIRP/HDRP
- Use the package manager > add from URL https://github.com/meenphie/AgX-Tonemapping-Unity.git.
- In your global Post-Process Volume Component, add a Color Grading effect by clicking on Add Effect... > Unity > Color Grading.
- Change the Mode to External.
- In the Lookup Texture field, drag and drop a LUT of your choice.
URP
- Use the package manager > add from URL https://github.com/meenphie/AgX-Tonemapping-Unity.git.
- Remove any color grading from the Global Volume Component if you have any.
- Go to your Universal Render Pipeline Asset, change the Post-Process Grading mode to HDR
- Go to your Universal Renderer Data, add a Renderer Feature.
- In the Pass Material, use a Full Screen Shader shader (I created a LUT template for convenience)
Enjoy!


