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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

  1. Lighting and depth effects: SSAO, Bloom, Depth of Field.
  2. Color shaping: Brightness / Contrast, Hue / Saturation, Tonemap, Gamma.
  3. Stylization: Pixelation, Palette, Dither, Scanline, ASCII, Glitch.
  4. 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.