# White Balance Node

## Description

Adjusts the temperature and tint of input **In** by the amount of inputs **Temperature** and **Tint** respectively. **Temperature** has the effect of shifting the values towards yellow or blue. **Tint** has the effect of shifting towards pink or green.

## Ports

| Name        | Direction           | Type  | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| In      | Input | Vector 3 | None | Input value |
| Temperature      | Input | Float    | None | Temperature offset value |
| Tint      | Input | Float    | None | Tint offset value |
| Out | Output      |    Vector 3 | None | Output value |

## Generated Code Example

The following example code represents one possible outcome of this node.

```
void Unity_WhiteBalance_float(float3 In, float Temperature, float Tint, out float3 Out)
{
    // Range ~[-1.67;1.67] works best
    float t1 = Temperature * 10 / 6;
    float t2 = Tint * 10 / 6;

    // Get the CIE xy chromaticity of the reference white point.
    // Note: 0.31271 = x value on the D65 white point
    float x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
    float standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
    float y = standardIlluminantY + t2 * 0.05;

    // Calculate the coefficients in the LMS space.
    float3 w1 = float3(0.949237, 1.03542, 1.08728); // D65 white point

    // CIExyToLMS
    float Y = 1;
    float X = Y * x / y;
    float Z = Y * (1 - x - y) / y;
    float L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
    float M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
    float S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
    float3 w2 = float3(L, M, S);

    float3 balance = float3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);

    float3x3 LIN_2_LMS_MAT = {
        3.90405e-1, 5.49941e-1, 8.92632e-3,
        7.08416e-2, 9.63172e-1, 1.35775e-3,
        2.31082e-2, 1.28021e-1, 9.36245e-1
    };

    float3x3 LMS_2_LIN_MAT = {
        2.85847e+0, -1.62879e+0, -2.48910e-2,
        -2.10182e-1,  1.15820e+0,  3.24281e-4,
        -4.18120e-2, -1.18169e-1,  1.06867e+0
    };

    float3 lms = mul(LIN_2_LMS_MAT, In);
    lms *= balance;
    Out = mul(LMS_2_LIN_MAT, lms);
}
```