Effects Recipes
The Effects Workbench is built around a stack. Effects render from top to bottom, so broad lighting and color correction usually work best before stylized finishing passes.
Presets¶
- Pixel Art — Pixelation, reduced color depth, dither, and gamma correction.
- Toon — Outline plus light contrast and gamma cleanup.
- Line Art — EdgeOutline or Selection Outline with contrast and gamma cleanup.
- Game Boy — Pixelation, palette mapping, dither, and scanlines.
Use Apply to append a preset to your current stack. Use Replace when you want the preset to become the whole stack.
Stack Order¶
- Lighting and depth effects: SSAO, Bloom, Depth of Field.
- Color shaping: Brightness / Contrast, Hue / Saturation, Tonemap, Gamma.
- Stylization: Pixelation, Palette, Dither, Scanline, ASCII, Glitch.
- Line and overlay effects: EdgeOutline, Selection Outline, Silhouette Outline, Grid, Custom Shader.
Normal Map Safety¶
Post-processing affects color captures only. Normal maps use a clean geometry normal pass, so effects like Bloom, Pixelation, and Tonemap do not alter spritesheet_normal.png.
Reproducible Captures¶
Avoid or freeze temporal effects when comparing workflow output:
- Glitch
- Noise
- Smear / Motion Blur
- Animated Scanline
- Shockwave
For golden workflow tests, prefer static color, lighting, outline, palette, and pixelation effects. Avoid removed or debug-only effects in production presets.