> For the complete documentation index, see [llms.txt](https://docs.mutate.games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.mutate.games/component-tutorials/components-a-closer-look/entity-components/post-process-zone.md).

# Post-Process Zone

Post-process is a component that is purely for aesthetics and ambience. While the worldspace overall will have set lighting and hues according to the Environment Component, you can use post-process to create areas with different moods to create a richer, more varied level. Think of them like a trigger zone you enter to add a filter to the camera.

For instance, on a spooky map you might want to create an area that glows ominously when you enter it, or lighting that changes when you enter/exit a house.

![](/files/12UNFafeBdz2VGDmKiK2)

* **Range** - dictates the size of the zone, measured in meters.
  * The zone will always be centred from the exact middle of the object it is assigned to, and cannot have its position changed like on a Trigger or Force zone.<br>
* **Falloff** - dictates the abruptness with which the zone's effects appear upon entering the zone.
  * 0 means the filter effect begins as soon as you come in range of the zone
  * 1 means there is a gradual fade from the regular world lighting to the filtered process lighting as you come in range of the zone<br>
* **Unlimited Range** - does the post-processing affect the entire map or not?
  * "Yes" is the default setting, so don't forget to deselect this if you are creating a self-contained zone!<br>
* **Color filter** - dictates the hue of the filter in more detail than a simple slider
  * Choose between Red, Green and Blue, respectively<br>
* **Saturation** - dictates how strong the colors are
