March 30, 2016

Sci-Fi and Glitch Post-Process : Documentation



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Release Notes

Version 1.2

Initial release date: May 27, 2020.

Engine version compatibility: 4.25 or above.

Changes:

Version 1.1

Initial release date: April 6, 2018.

Engine version compatibility: 4.18 to 4.24.

Changes:

Version 1.0

Initial release date: Mar 30, 2016.

Engine version compatibility: 4.9 to 4.17.

Changes:


Documentation

Sharpen

Description:

Increase the visibility of details on the screen. Blends between two presets.

Overview:

Parameters:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Sharpen Type 0 to 1. Allows to blend the two sets of sharpen parameters.
Intensity 1 Parameter for Sharpen 1, define the intensity of the sharpen effect on the screen. The higher the more visible and contrast will be visible.
Pixel Offset 1 Parameter for Sharpen 1, amount of pixels to define the sharpen width.
Intensity 2 Parameter for Sharpen 2, define the intensity of the sharpen effect on the screen. The higher the more visible and contrast will be visible.
Pixel Offset 2 Parameter for Sharpen 2, amount of pixels to define the sharpen width.

Lens Distortion

Description:

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

Overview:

Parameter Description
Global Intensity 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

Description:

The Chromatic Radial Blur allows to blur the border of the screen with color shifting.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Mask Scale X Control the mask width. Used to define the part of the screen that is blurred. Can be used to reduce/increase its effect area.
Mask Scale Y Control the mask height. Used to define the part of the screen that is blurred. Can be used to reduce/increase its effect area.
Screen Falloff Control the smoothness of the blur borders.
Screen Radius Control size/radius of the blur from the borders of the screen.
Use Chromatic Blur If set to false, use a non-chromatic radial blur instead (less performance intensive).
Chroma G Offset Offset distance of the Green color for the Chromatic blur.
Chroma G Width Size of the Green color for the Chromatic blur.
Chroma R Offset Offset distance of the Red color for the Chromatic blur.
Chroma R Width Size of the Red color for the Chromatic blur.
Chroma B Offset Offset distance of the Blue color for the Chromatic blur.
Chroma B Width Size of the Blue color for the Chromatic blur.
Chromatic Samples 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.
Radial Samples Number of texture samples performed by the Post-Process. A higher number gives a better quality but reduce performances.
Radial Start Control the size of the blur borders.
Radial Width Control the smoothness of the blur borders.

Underwater

Description:

This Post-Process simulates an under water effect with distortion, blue coloring and tri-planar caustic projections.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Blur Mask Falloff Smoothness of the mask used for the blur at the border of the screen.
Blur Mask Radius Size of the mask used for the blur at the border of the screen.
Blur Radius Size/Distance or blur.
Blur Steps Number of texture sample performed by the Post-Process for the Blur. A high number improve quality but will reduce performances.
Use Blur If false, the blur is disabled and doesn’t impact performances.
Caustic Contrast Contrast of the caustic texture.
Caustic Distance Maximum distance to show the caustic. Great distances will show the repetition of the texture.
Caustic Distortion Intensity Amount of distortion aplied to the caustic texture to make it more random.
Caustic Distortion Speed Speed at which the distortion of the caustic happens.
Caustic Intensity Amount of luminosity used to display the caustic in the scene.
Caustic Size Tri-Planar texture scale for the first caustic texture.
Caustic Size 2 Tri-Planar texture scale for the second caustic texture.
Caustic Speed Translation speed applied to the caustic texture.
Use Caustic If false, caustic will disappear. Useful to improve performances if needed.
Vignette Falloff Smoothness of the vignette borders.
Vignette Opacity Maximum intensity of the vignette. 1 means a fully black vignette.
Vignette Radius Size of the vignette from the borders of the screen.
Wide Distortion Intensity Amount of distortion applied to the screen.
Distortion Intensity Amount of small distortion on the screen.
Distortion Speed 1 Translation speed for the first distortion texture.
Distortion Speed 2 Translation speed for the second distortion texture.
Distortion Speed 2 Translation speed for the second distortion texture.
Bubble Intensity Amount of distortion for the central bubble of the screen.
Bubbl eSpeed Speed of the back and forth distortion for the central bubble.
Wide Distortion Intensity Amount of distortion on the screen for the wide effect.
Wide Distortion Size Scale of the texture used for the distortion of the screen.
Wide Distortion Speed X Speed of the translation on X for the disotrtion texture of the screen.
Wide Distortion Speed Y Speed of the translation on Y for the disotrtion texture of the screen.
Fog Color Distance fog color. Uniform color that override the screen (no blending).
Fog Contrast Power/Contrats over the fog distance mask.
Fog Distance Maximum distance after which the Fog become fully opaque.
Fog Opacity Maximum opacity of the Fog.
Water Color Overall color applied on the screen to simulate the underwater color.

Broken Glass

Description:

This Post-Process simulates an under water effect with distortion, blue coloring and tri-planar caustic projections.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Glass Color Brightness Additional brightness intensity applied on the screen to simulate a glass.
Glass Color Power Contrast of the mask used to brighten the screen.
Glass Distortion Camera Offset Additional distortion based on the camera rotation.
Glass Distortion Intensity Amount of distortion to offset the screen.

Posterize & Pixelate

Description:

This Post-Process simulates an under water effect with distortion, blue coloring and tri-planar caustic projections.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Pixel Scale 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.
Color Black Contrast Contrast on the black colors of the image for the Posterize effect.
Color Contrast Contrast on the colors of the image for the Posterize effect.
Color Range Amount of colors supported by the screen. Big number will give better gradient, while a low number will show more stepping/banding.

Difference & Color Offset

Description:

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

Overview:

Parameter Description
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

Description:

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

Overview:

Parameter Description
Mask Contrast Control the pulse mask contrast (in and out border).
Mask Offset Control the pulse mask size (depth of the pulse).
Radius Maximum distance in world units that the pulse can reach.
Time Speed Speed at which the pulse reach the maximum distance of the radius.
Pulse Color Color of the pulse (part of the screen affected by the pulse).
Pulse Color Intensity Additional setting for controlling the pulse color, used to increase the brightness.
Pulse Offset X Amount of shift/offset done on the X axis of the screen inside the pulse.
Pulse Offset Y Amount of shift/offset done on the Y axis of the screen inside the pulse.

Pulse Wallhack

Description:

This post-process emits a pulse that displays a grid on all the walls of the scene with additional effects. It can also show objects hidden behind a wall (requires stencil buffer to be enabled).

Overview:

Parameter Description
Blend Contrast Control the blending of the tri-planar projection of the grid texture.
Grid Color Color of the tri-planar grid.
Grid Intensity Brightness of the tri-planar grid.
Grid Mask Contrast Control the distance at which the grid is displayed from the pulse. Big numbers reduce the distance.
Grid Size Control the size of the grid texture.
Custom Stencil Index Index (from 0 to 255) used to isolate the color that display objects hidden behind walls. Requires the Custom Stencil feature to be enabled in your project settings.
Mask Contrast Control the pulse mask contrast (in and out border).
Mask Offset Control the pulse mask size (depth of the pulse).
Radius Maximum distance in world units that the pulse can reach.
Time Speed Speed at which the pulse reach the maximum distance of the radius.
Highlight Color Color used to display hidden objects.
Inside Luminosity Brightness of the screen inside the radius of the pulse.
Outside Desaturation Amount of desaturation (grayscale conversion) of the screen outside the radius of the pulse.
Outside Luminosity Brightness of the screen outside the radius of the pulse.
Pulse Color Color of the pulse.
Pulse Color Intensity Brightness of the pulse color.
Pulse Offset X Amount of shift/offset done on the X axis of the screen inside the pulse.
Pulse Offset Y Amount of shift/offset done on the Y axis of the screen inside the pulse.
Resolution Max Amount of pixelization when the pulse finish.
Resolution Min Amount of pixelization when the pulse begin.

TV CRT Monitor

Description:

This post-process simulates a pixel grid over the screen plus some flickering.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Pixel Scale Amount of division from a real pixel. 1 means 1 pixels, 0.5 means 2 pixels, 0.25 means 4 pixels (and so on).
Pixels Intensity Intensity of the pixel gap/screen door effect.
Scanline Intensity Brightness of the horizontal black lines.
Flickering Band Size Number of band for the flickering effect (amount of repetition of the texture).
Flickering Band Speed Speed of the translation for the flickering band.
Flickering Intensity Brightness of the flickering. Be careful with this setting, high brightness can be uncomfortable for people subjected to epilepsy.
Flickering Speed 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.
Vignette Radius Control the global radius of the vignette.
Vignette Softness Control the blending/borders softness of the vignette.

Glitch

Description:

This post-process simulates image corruptions and glitches.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Global Multiplier Global scale to increase/decrease all the effects of this post-process.
Checker Intensity Intensity of the checker pattern inside the compression artifact.
Checker Mask Intensity Additional checker pattern intensity.
Checker Mask Speed Translation speed of the additional checker pattern.
Checker Size 1 Texture size for the checker pattern 1.
Checker Size 2 Texture size for the checker pattern 2.
Checker Size 3 Texture size for the checker pattern 3.
Checker Speed Translation speed for the checker pattern overall.
Checker Speed Intensity Additional control on the checker translation speed.
Particle Flick Speed Flickering speed of the compression artifact mask.
Particle Flip Speed Flip (UV inversion) speed of the compression artifact mask.
Particle Mask Offset Speed Speed at which the artifact mask change (flipbook switch).
Particle Offset Amount of additional random offset for the artifact mask.
Particle Speed Additional random offset speed of the artifact mask.
Particle Speed 2 Additional random offset speed of the artifact mask.
Offset Distance Amount of UV translation applied on the screen inside the artifact mask.
Offset Distance Color Amount of UV translation on individual channels (R,G and B) applied on the screen inside the artifact mask.
Offset Global Intensity Additional multiplier to control OffsetDistance and OffsetDistanceColor.
Resolution Amount of pixelization appearing inside the artifact mask. High number shows big pixels.
Strech Brightness Color brightness of the wide stretched pixels.
Strech Color Brightness Color brightness of the small stretched pixels.
Strech Color Green Speed Random color intensity for the green channel of the screen for the small stretched pixels.
Strech Color Red Speed Random color intensity for the green channel of the screen for the small stretched pixels.
Strech Intensity Amount of stretch lines.
Strech Mask Speed Speed at which the stretch lines change.
Strech Scale Width of the stretch line.
Tearing Mask Intensity Amount of masking from the compression artifact.
Tearing Offset Speed Speed at which the screen is shifted.
Tearing OffsetX Amount of offset/shift of the screen on the X axis.
Tearing OffsetY Amount of offset/shift of the screen on the Y axis.
Tearing Speed Flickering speed of the tearing offset.
Tearing Speed 2 Flickering speed of the tearing offset.
Tearing Speed 3 Flickering speed of the tearing offset.
Tearing Speed 4 Flickering speed of the tearing offset.
Offset Speed Speed at which the image offset happens for the compression artifact mask.

Bump

Description:

This post-process simulates infrared or night vision. It doesn't rely on the scene lighting to display informations.

Overview:

Parameter Description
Global Intensity Control the intensity of the whole effect. Useful to blend in and out the effect manually.
Bump Intensity Bump bevel intensity, a high value will increase the contrast and increase the intensity of the bump.
Bump Offset Width for the bevel for the bump.
Pixel Scale Amount of division from a real pixel. 1 means 1 pixels, 0.5 means 2 pixels, 0.25 means 4 pixels (and so on).
Pixels Intensity Intensity of the pixel gap/screen door effect.
ScanLine Intensity Brightness of the horizontal black lines.
Distortion Intensity Intensity/amount of noise distortion of screen at the borders.
Distortion Mask Radius Radius of the distortion border mask.
Distortion Mask Softness Softness of the distortion border mask.
Distortion Size Amount of repetition for the noise texture used for the distortion.
Distortion Speed X Translation speed on X axis for the distortion noise.
Distortion Speed Y Translation speed on Y axis for the distortion noise.
Vignette Mask Radius Vignette (screen darkening) border radius.
Vignette Mask Softness Vignette (screen darkening) border softness.
Noise Intensity Amount of screen noise.
Noise Size Amount of repetition of the noise texture.
Noise Speed X Translation speed on X axis for the noise.
Noise Speed Y Translation speed on Y axis for the noise.
Normal Intensity Amount of noise perturbation in the bump effect.
Normal Size Amount of repetition of the perturbation texture for the bump.
Normal Speed X Translation speed on X axis for the perturbation texture.
Normal Speed Y Translation speed on Y axis for the perturbation texture.
Screen Contrast Contrast of the screen before being converted by the bump filter.
Screen Luminosity Brightness of the screen before being converted by the bump filter.
Strech Flickering Speed Speed at which the stretch appear and disappear on the screen.
Strech Intensity Intensity of stretching (shifting) on the screen.
Strech Mask Speed Translation speed of the mask used to hide some stretch lines.
Strech Offset X Amount of shift/offset of the screen of the X axis.
Strech Offset Y Amount of shift/offset of the screen of the X axis.
Strech Scale Height of a stretch line.
Screen Color Global color of the screen (including the effects).