Set Color Scale and Offset
Updated: Apr 15, 2026
The Set Color Scale and Offset Blueprint node performs a color scaling operation on rendered frames. In the compositor, once a frame is rendered, warped, and ready to be displayed, each pixel is multiplied by the Color Scale and then added to the Color Offset:
newPixel = oldPixel * colorScale + colorOffset
This function can be used for effects like fade-to-black by scaling color values toward zero.
Note: On mobile devices such as Meta Quest, Color Offset is not supported. Only Color Scale can be used on these devices.
The Set Color Scale and Offset Blueprint node is shown below:
- Color Scale (
FLinearColor): Multiplied against every channel (red, green, blue, and alpha) of each pixel. Defaults to white (1, 1, 1, 1). - Color Offset (
FLinearColor): Added to each pixel after scaling. Defaults to black (0, 0, 0, 0). - Apply to All Layers (
bool): When true, applies the color scale and offset to every compositor layer. When false (default), applies only to the eye buffer layer.
Note: A separate per-layer variant exists on UOculusXRPassthroughLayerBase for passthrough layers, taking FLinearColor InColorScale and FLinearColor InColorOffset as parameters. This variant does not include the Apply to All Layers flag and only has an effect when the layer’s color map type is set to Grayscale To Color.