Hi, everyone, I'm Jeremy Gibson Bond, and welcome back to the Unity Certified Programmer exam preparation course. In this video, we're looking at the second part of the Concept Art Challenge, where we're going to be diving into the post-processing effects and this little camera effect that I've done where I put the light on the tune shady characters to make them pop a little bit more. So, in terms of the main camera, you can see we've got a nice bloom effect. This bloom effect really shows up on the security gate, and on these emissive lights on the floor. Then, on the mini-map, we've got some color grading and we've got a little grain effect to make it look a little bit more like a screen, that we're looking at. Then, of course the final thing that we're looking at in this, is the nice effect that we're getting a little bit of extra lighting on our character, the desk and the enemies to make them pop out from the background and not be so dark. Let's start with a post-processing effect on the main camera. You can see I've added a post-processing behavior to the main camera, and then I've created a post-processing profile that is within my post-processing folder. Clicking on the profile, you can see one thing I've added is bloom. If I turn the bloom off, you'll see that it really changes the way this looks. I'm actually going to move the camera temporarily so that you can see the effect of the bloom on the security gate. Again, it makes the lights in the scenes seem more realistic, and more bright and pop a whole lot better. So, that's really all, I did with the main camera was add the bloom. Let's move on to the mini-map which has a lot more going on. Now, we're looking at the stealth mini-map post-processing profile, and this is the profile attached to the mini-map camera. I've zoomed in here, so you can see it a little bit better. Now, the easiest thing that I added here is the green, you see if I turn it off it gets very very flat. The green just gives it a little bit of noise, and again this up in the corner of the screen. So, it's not really popping out at you, but it just gives it a little bit of something to it. The more intense effect that I've created, is this user light which is a style of color grading, where I'm using a lookup table that I actually created in Photoshop, as a modification of a built in lookup table that they have. Let's take a look at that in some more detail. Now, this is the standard neutral lookup table, that ships with the post-processing stack. What I've done, is I've taken it in and I've modified it. Tab all green colors. This shifts everything from other spaces into a green color space. Then, in Unity I selected this green lookup table as my lut for the user Lut. What this does, is it converts the color that camera sees from the shades in the neutral lookup table to the shades at the same position in the green lookup table, and this allows us to do all sorts of really interesting effects. I'm just making it green here, but you can do all sorts of crazy things with this. You can see that contribution is set to point five, if I turn that up to one it's entirely green, and if I set it to zero it goes back to its standard colors. I like point five because you can still see a little bit of differentiation between the color of the player, the color of the camera lights and the color of the enemy versus the background. If I made it all green, it would just be too flat. I do encourage you to dive even further into the post-processing stack there's just some really fun stuff there. Next up, let's take a look at this directional light that is attached to the main camera, and only shines on certain objects. You can see here in the game pane that if I turn off this directional light, both the player and the security camera go almost completely black. It's really not going to give us the look that we want. So, this directional light is set to exclusively shine on the enemy, the player, and a new layer that I added called directional lit. If I set it to everything, you'll see just blows out the whole scene that's really not what I wanted. So, going back, we can specifically set objects that we want the light to shine on, and it will only shine on those objects based upon the physics layer. Currently, the only object in the scene that uses the directional lit layer is the desk. You can see when I turn off the light the desk gets really dark. The thing that all of these objects have in common that we're adding a little extra light too is the tune shader. You can see when I select the desk that it has the custom tune shader that Unity provides. Which is a fantastic shader, but doesn't really respond well to a emissive light. It responds much better to directional light, which is what we're putting on it here. The final point to make about this is the directional light is attached to the main camera, so that it rotates with the main camera. So, where ever the main cameras looking, the directional light is lighting. Otherwise, we might have some experience where the light was say rotate it around the other direction, and wasn't laying things properly. So, that's it for the solution to the concept art challenge. I hope you had fun with this one. I really enjoyed diving into this myself, and I look forward to seeing you in the next video. Take care.