Post-Process Documentation

The Sci-Fi and Glitch Post-Process material pack for the Unreal Engine 4 provide the ability to simulate screen glitches, TV monitors and some other special effects. Materials can be combined to achieve a complex look and each materials provide a set of controls to get a more unique feeling that can fit any projects. A demonstration level is provided to showcase all the materials both individually and combined as examples.

Last update : 10 April 2016 – Update in progress


Content


Changelog

1.0

  • Initial release, with 16 post-process effects and 3 VR compatible materials.

Sharpen

Overview

  • Blending priority : 0
  • Complexity : Simple
  • Instructions : 17 (Base pass), 31 (Vertex shader)

The Sharpen post-process afine the screen image details by increasing the difference between dark and bright pixels.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

SharpenType
0 to 1. Allow to blend the two sets of sharpen parameters.

Intensity1
Parameter for Sharpen 1, define the intensity of the sharpen effect on the screen. The higher the more visible and contrast will be visible.

PixelOffset1
Parameter for Sharpen 1, amount of pixels to define the sharpen width.

Intensity2
Parameter for Sharpen 2, define the intensity of the sharpen effect on the screen. The higher the more visible and contrast will be visible.

PixelOffset2
Parameter for Sharpen 2, amount of pixels to define the sharpen width.


Lens Distortion

Overview

  • Blending priority : 4
  • Complexity : Simple
  • Instructions : 17 (Base pass), 31 (Vertex shader)

The lens distortion post-process alow to distort the borders of the screen and push them outward.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

AreaFalloff
Control the smoothness of the distortion borders.

AreaRadius
Control size/radius of the distortion from the borders of the screen.

Intensity
Scale the amount of distortion. Can go higher than 1, but will produce strange behaviors after a certain point.


Chromatic Radial Blur

Overview

  • Blending priority : 5
  • Complexity : Medium
  • Instructions : 42 (Base pass), 31 (Vertex shader)

The Chromatic Radial Blur allow to blur the border of the screen

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

MaskScaleX
Control the mask width. Used to define the part of the screen that is blurred. Can be used to reduce/increase its effect area.

MaskScaleY
Control the mask height. Used to define the part of the screen that is blurred. Can be used to reduce/increase its effect area.

ScreenFalloff
Control the smoothness of the blur borders.

ScreenRadius
Control size/radius of the blur from the borders of the screen.

UseChromaticBlur
If set to false, use a non-chromatic radial blur instead (less performance intensive).

ChromaB_Offset
Offset distance of the Blue color for the Chromatic blur.

ChromaB_Width
Size of the Blue color for the Chromatic blur.

ChromaG_Offset
Offset distance of the Green color for the Chromatic blur.

ChromaG_Width
Size of the Green color for the Chromatic blur.

ChromaR_Offset
Offset distance of the Red color for the Chromatic blur.

ChromaR_Width
Size of the Red color for the Chromatic blur.

ChromaticSamples
Number of texture samples performed by the Post-Process. This value is multiplied by 3 since the R, G and B channel are sampled individually. A higher number gives a better quality but reduce performances.

RadialSamples
Number of texture samples performed by the Post-Process. A higher number gives a better quality but reduce performances.

RadialStart
Control the size of the blur borders.

RadialWidth
Control the smoothness of the blur borders.


Underwater

Overview

  • Blending priority : 3
  • Complexity : Advanced
  • Instructions : 140 (Base pass), 33 (Vertex shader)

This Post-Process simulate an under water effect with distortion, color and tri-planar caustic effects.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

BlurMaskFalloff
Smoothness of the mask used for the blur at the border of the screen.

BlurMaskRadius
Size of the mask used for the blur at the border of the screen.

BlurRadius
Size/Distance or blur.

BlurSteps
Number of texture sample performed by the Post-Process for the Blur. A high number improve quality but will reduce performances.

UseBlur
If false, the blur is disabled and doesn’t impact performances.

CausticContrast
Contrast of the caustic texture.

CausticDistance
Maximum distance to show the caustic. Great distances will show the repetition of the texture.

CausticDistortionIntensity
Amount of distortion aplied to the caustic texture to make it more random.

CausticDistortionSpeed
Speed at which the distortion of the caustic happens.

CausticIntensity
Amount of luminosity used to display the caustic in the scene.

CausticSize
Tri-Planar texture scale for the first caustic texture.

CausticSize2
Tri-Planar texture scale for the second caustic texture.

CausticSpeed
Translation speed applied to the caustic texture.

UseCaustic
If false, caustic will disappear. Useful to improve performances if needed.

VignetteFalloff
Smoothness of the vignette borders.

VignetteOpacity
Maximum intensity of the vignette. 1 means a fully black vignette.

VignetteRadius
Size of the vignette from the borders of the screen.

WideDistortionIntensity
Amount of distortion applied to the screen.

DistortionIntensity
Amount of small distortion on the screen.

DistortionSpeed1
Translation speed for the first distortion texture.

DistortionSpeed2
Translation speed for the second distortion texture.

DistortionSpeed2
Translation speed for the second distortion texture.

BubbleIntensity
Amount of distortion for the central bubble of the screen.

BubbleSpeed
Speed of the back and forth distortion for the central bubble.

WideDistortionIntensity
Amount of distortion on the screen for the wide effect.

WideDistortionSize
Scale of the texture used for the distortion of the screen.

WideDistortionSpeedX
Speed of the translation on X for the disotrtion texture of the screen.

WideDistortionSpeedY
Speed of the translation on Y for the disotrtion texture of the screen.

FogColor
Distance fog color. Uniform color that override the screen (no blending).

FogContrast
Power/Contrats over the fog distance mask.

FogDistance
Maximum distance after which the Fog become fully opaque.

FogOpacity
Maximum opacity of the Fog.

WaterColor
Overall color applied on the screen to simulate the underwater color.


Broken Glass

Overview

  • Blending priority : 15
  • Complexity : Simple
  • Instructions : 50 (Base pass), 33 (Vertex shader)

This post-process simulate a broken glass over the screen with image offset and distortion.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

GlassColorBrightness
Additional brightness intensity applied on the screen to simulate a glass.

GlassColorPower
Contrast of the mask used to brighten the screen.

GlassDistortionCameraOffset
Additional distortion based on the camera rotation.

GlassDistortionIntensity
Amount of distortion to offset the screen.


Broken Glass

Overview

  • Blending priority : 16
  • Complexity : Simple
  • Instructions : 66 (Base pass), 33 (Vertex shader)

This post-process simulate a snow/frozen glass over the screen with colors, image offset and distortion.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

BlendMaskContrast
Control the contrast of the mask for the color of the glass/frozen effect.

BlendMaskPower
Secondary contrast mask control for the color of the frozen effect.

GlassDistortionIntensity
Control the amount of distortion done on the screen to simulate the frozen glass.

SnowIntensity
Brightness of the frost color on the screen.

SnowPowderIntensity
Amount of white powder in the frost color.

SnowPowderPower
Contrast of white powder in the frost color.

SnowPowderSize
Control the tilling of the white powder texture.

SnowPower
Control contrast of the snow texture.

SnowSpeed
Speed to control the movement of the frozen snow on the screen.


Posterize & Pixelate

Overview

  • Blending priority : 12
  • Complexity : Simple
  • Instructions : 27 (Base pass), 29 (Vertex shader)

This post-process simulate color reduction and screen resolution diminution (aka pixelization) over the screen image.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

PixelScale
Control the amount of division done to the screen. The bigger the number, the bigger the pixels will be for the pixelization. Number is floored to be integer, so decimals have no effect.

ColorBlackContrast
Contrast on the black colors of the image for the Posterize effect.

ColorContrast
Contrast on the colors of the image for the Posterize effect.

ColorRange
Amount of colors supported by the screen. Big number will give better gradient,s while a low number will show more stepping/banding.


Difference & Color offset

Overview

  • Blending priority : 6
  • Complexity : Simple
  • Instructions : 63 (Base pass), 29 (Vertex shader)

This post-process use a difference blending to make dark areas of the screen inverted while bright areas stays normal. It also shift colors in cycle.

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

ColorOffsetSpeed
Speed at which colors cycle from 0 to 1 and 0 again.

Desaturation
Control the amount of desaturation of the screen (grayscale image).

SceneIntensity
Control the brightness of the screen.

SceneOffset
Offset globally the colors, can be used to darken of brightness the screen.

ScenePower
Control the contrast of the screen.


Pulse force

Overview

  • Blending priority : 1
  • Complexity : Intermediate
  • Instructions : 14 (Base pass), 29 (Vertex shader)

This post-process emit a pulse from the camera at a given speed that shift/offset the screen image.

Parameters

MaskContrast
Control the pulse mask contrast (in and out border).

MaskOffset
Control the pulse mask size (depth of the pulse).

Radius
Maximum distance in world units that the pulse can reach.

TimeSpeed
Speed at which the pulse reach the maximum distance of the radius.

PulseColor
Color of the pulse (part of the screen affected by the pulse).

PulseColorIntensity
Additional setting for controlling the pulse color, used to increase the brighness.

PulseOffsetX
Amount of shift/offset done on the X axis of the screen inside the pulse.

PulseOffsetY
Amount of shift/offset done on the Y axis of the screen inside the pulse.


Pulse wallhack

Overview

  • Blending priority : 2
  • Complexity : Advanced
  • Instructions : 96 (Base pass), 29 (Vertex shader)

This post-process emit a pulse that display a grid on all the walls of the scene (and with additional effects).

Parameters

BlendContrast
Control the blending of the tri-planar projection of the grid texture.

GridColor
Color of the tri-planar grid.

GridIntensity
Brightness of the Tri-planar grid.

GridMaskContrast
Control the distance at which the grid is displayed from the pulse. Big numbers reduce the distance.

GridSize
Control the size of the grid texture.

CustomStencilIndex
Index (from 0 to 255) used to isolate the color that display objects hidden behind walls. You need to have the Custom Stencil enabled in your project settings.

MaskContrast
Control the pulse mask contrast (in and out border).

MaskOffset
Control the pulse mask size (depth of the pulse).

Radius
Maximum distance in world units that the pulse can reach.

TimeSpeed
Speed at which the pulse reach the maximum distance of the radius.

HighlightColor
Color used to display hidden objects.

InsideLuminosity
Brightness of the screen inside the radius of the pulse.

OutsideDesaturation
Amount of desaturation (grayscale conversion) of the screen outside the radius of the pulse.

OutsideLuminosity
Brightness of the screen outside the radius of the pulse.

PulseColor
Color of the pulse.

PulseColorIntensity
Brightness of the pulse color.

PulseOffsetX
Amount of shift/offset done on the X axis of the screen inside the pulse.

PulseOffsetY
Amount of shift/offset done on the Y axis of the screen inside the pulse.

ResolutionMax
Amount of pixelization when the pulse finish.

ResolutionMin
Amount of pixelization when the pulse begin.


TV CRT Monitor

Overview

  • Blending priority : 2
  • Complexity : Advanced
  • Instructions : 96 (Base pass), 29 (Vertex shader)

This post-process emit a pulse that display a grid on all the walls of the scene (and with additional effects).

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

PixelScale
Amount of division from a real pixel. 1 means 1 pixels, 0.5 means 2 pixels, 0.25 means 4 pixels (and so on).

PixelsIntensity
Intensity of the pixel gap/screen door effect.

ScanLineIntensity
Brightness of the horizontal black lines.

FlickeringBandSize
Number of band for the flickering effect (amount of repetition of the texture).

FlickeringBandSpeed
Speed of the translation for the flickering band.

FlickeringIntensity
Brightness of the flickering. Be careful with this setting, high brightness can be uncomfortable for people subjected to epilepsy.

FlickeringSpeed
Speed of the flickering. Be careful with this setting, high speed can be uncomfortable for people subjected to epilepsy.

Vignette
Amount of vignette applied to the screen.

VignetteRadius
Control the global radius of the vignette.

VignetteSoftness
Control the blending/borders softness of the vignette.


Glitch

Overview

  • Blending priority : 13
  • Complexity : Advanced
  • Instructions : 45 (Base pass), 29 (Vertex shader)

This post-process emit a pulse that display a grid on all the walls of the scene (and with additional effects).

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

GlobalMultiplier
Global scale to increase/decrease all the effects of this post-process.

CheckerIntensity
Intensity of the checker pattern inside the compression artifact.

CheckerMaskIntensity
Additional checker pattern intensity.

CheckerMaskSpeed
Translation speed of the additional checker pattern.

CheckerSize1
Texture size for the checker pattern 1.

CheckerSize2
Texture size for the checker pattern 2.

CheckerSize3
Texture size for the checker pattern 3.

CheckerSpeed
Translation speed for the checker pattern overall.

CheckerSpeedIntensity
Additional control on the checker translation speed.

ParticleFlickSpeed
Flickering speed of the compression artifact mask.

ParticleFlipSpeed
Flip (UV inversion) speed of the compression artifact mask.

ParticleMaskOffsetSpeed
Speed at which the artifact mask change (flipbook switch).

ParticleOffset
Amount of additional random offset for the artifact mask.

ParticleSpeed
Additional random offset speed of the artifact mask.

ParticleSpeed2
Additional random offset speed of the artifact mask.

OffsetDistance
Amount of UV translation applied on the screen inside the artifact mask.

OffsetDistanceColor
Amount of UV translation on individual channels (R,G and B) applied on the screen inside the artifact mask.

OffsetGlobalIntensity
Additional multiplier to control OffsetDistance and OffsetDistanceColor.

Resolution
Amount of pixelization appearing inside the artifact mask. High number shows big pixels.

StrechBrightness
Color brightness of the wide stretched pixels.

StrechColorBrightness
Color brightness of the small stretched pixels.

StrechColorGreenSpeed
Random color intensity for the green channel of the screen for the small stretched pixels.

StrechColorRedSpeed
Random color intensity for the green channel of the screen for the small stretched pixels.

StrechIntensity
Amount of stretch lines.

StrechMaskSpeed
Speed at which the stretch lines change.

StrechScale
Width of the stretch line.

TearingMaskIntensity
Amount of masking from the compression artifact.

TearingOffsetSpeed
Speed at which the screen is shifted.

TearingOffsetX
Amount of offset/shift of the screen on the X axis.

TearingOffsetY
Amount of offset/shift of the screen on the Y axis.

TearingSpeed
Flickering speed of the tearing offset.

TearingSpeed2
Flickering speed of the tearing offset.

TearingSpeed3
Flickering speed of the tearing offset.

TearingSpeed4
Flickering speed of the tearing offset.

OffsetSpeed
Speed at which the image offset happens for the compression artifact mask.


Bump

Overview

  • Blending priority : 11
  • Complexity : Advanced
  • Instructions : 131 (Base pass), 29 (Vertex shader)

This post-process emit a pulse that display a grid on all the walls of the scene (and with additional effects).

Parameters

GlobalIntensity
Control the intensity of the whole effect. Useful to blend in and out the effect manually.

BumpIntensity
Bump bevel intensity, a high value will increase the contrast and increase the intensity of the bump.

BumpOffset
Width for the bevel for the bump.

PixelScale
Amount of division from a real pixel. 1 means 1 pixels, 0.5 means 2 pixels, 0.25 means 4 pixels (and so on).

PixelsIntensity
Intensity of the pixel gap/screen door effect.

ScanLineIntensity
Brightness of the horizontal black lines.

DistortionIntensity
Intensity/amount of noise distortion of screen at the borders.

DistortionMaskRadius
Radius of the distortion border mask.

DistortionMaskSoftness
Softness of the distortion border mask.

DistortionSize
Amount of repetition for the noise texture used for the distortion.

DistortionSpeedX
Translation speed on X axis for the distortion noise.

DistortionSpeedY
Translation speed on Y axis for the distortion noise.

VignetteMaskRadius
Vignette (screen darkening) border radius.

VignetteMaskSoftness
Vignette (screen darkening) border softness.

NoiseIntensity
Amount of screen noise.

NoiseSize
Amount of repetition of the noise texture.

NoiseSpeedX
Translation speed on X axis for the noise.

NoiseSpeedY
Translation speed on Y axis for the noise.

NormalIntensity
Amount of noise perturbation in the bump effect.

NormalSize
Amount of repetition of the perturbation texture for the bump.

NormalSpeedX
Translation speed on X axis for the perturbation texture.

NormalSpeedY
Translation speed on Y axis for the perturbation texture.

ScreenContrast
Contrast of the screen before being converted by the bump filter.

ScreenLuminosity
Brightness of the screen before being converted by the bump filter.

StrechFlickeringSpeed
Speed at which the stretch appear and disappear on the screen.

StrechIntensity
Intensity of stretching (shifting) on the screen.

StrechMaskSpeed
Translation speed of the mask used to hide some stretch lines.

StrechOffsetX
Amount of shift/offset of the screen of the X axis.

StrechOffsetY
Amount of shift/offset of the screen of the X axis.

StrechScale
Height of a stretch line.

ScreenColor
Global color of the screen (including the effects).