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Post-Processing Effects

The Effects tab lets you add real-time post-processing to the viewport. Effects are applied at export time, so what you see in the preview is what you get in your sprite sheet.

Adding Effects

  1. Open the Effects tab from the menu bar.
  2. Click an effect to add it to the stack.
  3. Adjust its parameters in the panel that appears.
  4. Toggle effects on/off with the checkbox next to each one.

Effects are applied in order from top to bottom. Drag to reorder them.

Blend Function

Most effects expose a Blend Function parameter that controls how the effect composites over the scene. Common values:

Value Description
NORMAL Replaces the scene with the effect
ADD Adds the effect on top (brightens)
MULTIPLY Multiplies — darkens the scene
SCREEN Screen blend — brightens highlights
OVERLAY High-contrast mix of multiply and screen
SKIP Disables blending (effect is invisible)

Available Effects

Visual Style

Effect Description
Pixelation Reduces resolution to create a pixel art look
ASCII Renders the scene as ASCII characters
Dither Applies a dithering pattern for a retro look
Sepia Warm sepia tone
Color Depth Reduces the color palette
Palette Remaps colors to a custom palette

Light & Color

Effect Description
Bloom Glowing halo around bright areas
Brightness/Contrast Adjust overall brightness and contrast
Hue/Saturation Shift hue and saturation
Color Average Averages colors for a washed-out effect
Vignette Dark edges around the frame
Gamma Correction Adjust gamma curve
Tonemap HDR tone mapping

Depth & Focus

Effect Description
Depth of Field Blur objects outside the focal plane
Tilt Shift Miniature/tilt-shift blur using a lens-based algorithm
Tilt Shift 2 Tilt-shift blur using a directional sample-based pass
Bokeh Lens bokeh blur
SSAO Ambient occlusion — darkens crevices and contact shadows
Depth Visualization Debug view showing depth buffer

Anti-Aliasing

Effect Description
SMAA High-quality morphological anti-aliasing
FXAA Fast approximate anti-aliasing

Distortion & Noise

Effect Description
Glitch Random glitch / corruption artifacts
Chromatic Aberration RGB channel offset for a lens aberration look
Noise Film grain / noise overlay
Shockwave Ripple distortion emanating from a point
Scanline Horizontal scanline overlay
Dot Screen Halftone dot screen overlay
Grid Overlay a grid on the scene

Motion

Effect Description
Smear / Motion Blur Blends each frame with a decaying trail of past frames

Advanced

Effect Description
Outline Draws outlines around objects
Custom Shader Write your own GLSL fragment shader

Effect Parameters

Pixelation

Simulates a lower-resolution image by grouping neighboring pixels into larger blocks, creating a retro, blocky appearance often seen in old-school games or censored visuals.

Parameter Description
Granularity Pixel block size in screen pixels. Higher = blockier

ASCII

Converts the image into a grid of characters by mapping pixel brightness (or color) to a set of ASCII symbols, producing a stylized, text-based rendering of the scene.

Parameter Description
Characters String of characters used to represent pixel values
Invert Invert the brightness mapping
Font Font family for the ASCII characters
Font Size Size of the font in pixels
Cell Size Size of each character cell
Color Color of the characters
Blend Function How the effect composites over the scene

Dither

Applies a patterned noise to simulate additional shades using a limited color palette, creating a classic retro rendering similar to old displays and early game graphics.

Parameter Description
Dither Strength Intensity of the dithering pattern
Dither Scale Scale of the dithering pattern

Sepia

Applies a warm brown tint to the image, mimicking the look of aged photographs and giving the scene a nostalgic, vintage feel.

Parameter Description
Intensity Strength of the sepia tint (0–1)
Blend Function How the effect composites over the scene

Color Depth

Reduces the number of available colors by limiting bits per channel, producing a posterized, banded look reminiscent of older hardware and low-color displays.

Parameter Description
Bits Number of bits per channel. Lower = fewer colors
Blend Function How the effect composites over the scene

Palette

Remaps all colors in the image to the closest match from a predefined palette, creating a cohesive, stylized look often used to emulate specific hardware or artistic color schemes.

Parameter Description
Palette Index of the built-in palette

Bloom

Adds a soft glow that spreads from bright areas by blurring and re-blending high-luminance pixels, enhancing highlights and creating a more cinematic or dreamy look.

Parameter Description
Blend Function How the bloom composites over the scene
Luminance Threshold Minimum brightness for pixels to glow (0–1)
Luminance Smoothing Softness of the threshold edge (0–1)
Intensity Overall bloom strength
Mipmap Blur Use mipmap chain for a smoother, wider bloom
Levels Number of blur passes. More = softer, wider glow
Radius Spread radius of the bloom

Brightness / Contrast

Adjusts overall exposure and tonal range, making the image brighter or darker while expanding or compressing the difference between light and dark areas.

Parameter Description
Brightness Additive brightness offset (-1 to 1)
Contrast Contrast multiplier (-1 to 1)
Blend Function How the effect composites over the scene

Hue / Saturation

Shifts overall color tones and intensity, allowing full hue rotation and control over how vivid or muted the image appears.

Parameter Description
Hue Hue rotation in degrees (-180 to 180)
Saturation Saturation offset (-1 to 1)
Blend Function How the effect composites over the scene

Color Average

Flattens the image by blending colors toward a shared average, reducing visual complexity and creating a washed, unified look.

Parameter Description
Blend Function How the effect composites over the scene

Vignette

Darkens or tints the image toward the edges to naturally draw focus toward the center, simulating lens falloff or cinematic framing.

Parameter Description
Offset Distance from center where darkening begins (0–1)
Darkness Strength of the dark edges (0–1)
Technique DEFAULT (smooth) or ESKIL (procedural falloff)

Gamma Correction

Adjusts midtone brightness using a nonlinear curve, correcting how luminance is perceived on different displays and controlling overall image “weight.”

Parameter Description
Gamma Gamma exponent. Values < 1 brighten; > 1 darken
Blend Function How the effect composites over the scene

Tonemap

Converts HDR values into displayable colors, controlling exposure, contrast, and highlight rolloff to produce a visually balanced final image.

Parameter Description
Blend Function How the effect composites over the scene
Mode Tone mapping algorithm (REINHARD, CINEON, ACES, …)
Adaptive Adapt exposure based on average scene luminance
White Point Reference white luminance for the tone curve
Min Luminance Minimum exposure luminance clamp
Max Luminance Maximum luminance before clipping
Average Luminance Manual average luminance (used when Adaptive is off)
Middle Grey Target middle grey value for exposure
Adaptation Rate Speed of adaptive exposure adjustment
Resolution Resolution of the luminance measurement buffer

Depth of Field

Simulates a camera lens blur by focusing on a specific depth plane while blurring objects closer or farther away, adding realistic depth and cinematic focus control.

Parameter Description
Blend Function How the effect composites over the scene
Focus Distance Normalized distance to the focal plane (0–1)
Focus Range Normalized depth range that stays in focus
World Focus Distance Focus distance in world units (overrides normalized)
World Focus Range Focus range in world units
Bokeh Scale Size of out-of-focus bokeh circles
Resolution Scale Internal render resolution relative to viewport
Resolution X/Y Explicit internal resolution in pixels (0 = auto)

Tilt Shift

Applies a band of sharp focus with blurred areas above and below, mimicking miniature photography or selective plane-of-focus effects.

Parameter Description
Blend Function How the effect composites over the scene
Offset Position of the in-focus band along the tilt axis (0–1)
Rotation Angle of the tilt axis in radians
Focus Area Width of the sharp in-focus band (0–1)
Feather Softness of the focus band edges (0–1)
Kernel Size Blur kernel size. Larger = softer but slower
Resolution Scale Internal render resolution relative to viewport
Resolution X/Y Explicit internal resolution in pixels (0 = auto)

Tilt Shift 2

A more flexible directional tilt-shift implementation that defines focus using a line segment and customizable blur behavior.

Parameter Description
Blend Function How the effect composites over the scene
Blur Blur strength
Taper How quickly the blur tapers off toward the center
Start Start point of the in-focus strip [x, y] in UV space (0–1)
End End point of the in-focus strip [x, y] in UV space (0–1)
Samples Number of samples per pixel. More = smoother but slower
Direction Blur direction vector [x, y]

Bokeh

Renders out-of-focus highlights as soft, lens-shaped light artifacts, simulating real camera aperture behavior.

Parameter Description
Blend Function How the effect composites over the scene
Focus Depth at which the lens focuses (0–1)
DoF Depth-of-field range around the focus
Aperture Simulated aperture size — affects blur amount
Max Blur Maximum blur radius in pixels

SSAO

Enhances depth perception by darkening areas where geometry is close together, simulating soft ambient occlusion in crevices and contact points.

Parameter Description
Blend Function How the effect composites over the scene
Depth-Aware Upsampling Improve edge quality when rendering at reduced resolution
Samples Number of occlusion samples per pixel
Rings Number of sample rings
World Distance Threshold Max world-space distance that can occlude a point
World Distance Falloff Falloff over the distance threshold
World Proximity Threshold Min world-space distance before occlusion starts
World Proximity Falloff Falloff over the proximity threshold
Min Radius Scale Minimum sample radius scale
Luminance Influence How much surface brightness reduces occlusion (0–1)
Radius Occlusion sample hemisphere radius
Intensity Strength of the darkening effect
Bias Depth bias to reduce self-occlusion artifacts
Fade Fade distance for the occlusion effect
Color Tint color for occluded areas
Resolution Scale Internal render resolution relative to viewport
Resolution X/Y Explicit internal resolution in pixels (0 = auto)

Depth Visualization

Debug visualization that maps scene depth to grayscale, useful for inspecting depth buffers and focus behavior.

Parameter Description
Inverted Invert the depth gradient (near = dark, far = light)
Blend Function How the effect composites over the scene

SMAA

High-quality anti-aliasing technique that reduces jagged edges using edge detection and pattern blending.

Parameter Description
Blend Function How the effect composites over the scene
Preset Quality preset: LOW, MEDIUM, HIGH, ULTRA
Edge Detection Mode DEPTH (fast), LUMA (balanced), or COLOR (highest quality)
Predication Mode Use depth or color data to sharpen edge detection

FXAA

Fast post-process anti-aliasing that smooths jagged edges with minimal performance cost.

Parameter Description
Blend Function How the effect composites over the scene

Glitch

Creates digital distortion artifacts such as tearing, displacement, and randomized signal corruption.

Parameter Description
Mode SPORADIC (random) or CONSTANT (always active)
Delay Min/max time between glitch events [min, max] in seconds
Duration Min/max duration of each glitch event [min, max]
Strength Min/max glitch displacement [min, max]
Chromatic Aberration Offset Pixel offset added to chromatic aberration during glitch
DT Size Size of the noise texture used to drive the effect
Columns Number of horizontal glitch columns
Ratio Ratio of columns that are displaced at once (0–1)

Chromatic Aberration

Simulates lens distortion by offsetting color channels, producing RGB fringing especially noticeable toward image edges.

Parameter Description
Radial Modulation Increase aberration toward screen edges
Modulation Offset Inner radius where radial modulation begins
Offset RGB channel offset vector [x, y] in UV space
Blend Function How the effect composites over the scene

Noise

Adds film grain or sensor noise to break visual uniformity and create a more organic or analog feel.

Parameter Description
Premultiply Multiply noise by the scene color before blending
Blend Function How the effect composites over the scene

Shockwave

Creates a radial distortion ripple emanating from a point, simulating explosions or impact waves in the scene.

Parameter Description
Blend Function How the effect composites over the scene
Speed Propagation speed of the ripple in units per second
Position World-space origin of the shockwave [x, y, z]
Max Radius Radius at which the wave disappears
Amplitude Peak distortion strength
Wavelength Spatial frequency of the wave (distance between peaks)

Scanline

Overlays horizontal lines to mimic CRT displays or retro screen rendering.

Parameter Description
Blend Function How the effect composites over the scene
Density Lines per screen height
Scroll Speed Vertical scroll speed of the scanlines

Dot Screen

Converts the image into a halftone pattern of dots, commonly used for print-style or retro comic aesthetics.

Parameter Description
Blend Function How the effect composites over the scene
Angle Rotation angle of the dot grid
Scale Size of the dots

Grid

Draws a uniform grid overlay across the scene, useful for debugging, alignment, or stylized UI effects.

Parameter Description
Blend Function How the effect composites over the scene
Scale Spacing between grid lines
Line Width Thickness of grid lines

Smear / Motion Blur

The Smear effect blends each rendered frame with a decaying afterimage of previous frames, producing a motion-blur smear trail. The trail builds up while the animation plays and clears when playback stops.

Parameter Description
Damp Fraction of the previous frame retained per step (0–1)
Tint Color tint applied to the trail
Legacy Alternate blend — only trails pixels above a brightness level

Note: Because Smear accumulates frames over time, it works best with looping animations. For still renders or single-frame exports the trail will not be visible.

Selection Outline

Draws outlines around selected scene objects using object/depth masking. Use this when you want a controllable object highlight or a toon-like selection edge.

Parameter Description
Blend Function How the effect composites over the scene
Edge Strength Thickness and intensity of the outline
Pulse Speed Speed of a pulsing animation on the outline (0 = static)
Visible Edge Color Color of outlines on visible edges
Hidden Edge Color Color of outlines on edges occluded by other objects
Kernel Size Blur applied to the outline for anti-aliasing
Blur Enable additional blur on the outline
X-Ray Show hidden edges through occluding geometry
Multisampling MSAA sample count for edge quality
Resolution Scale Internal render resolution relative to viewport
Resolution X/Y Explicit internal resolution in pixels (0 = auto)

EdgeOutline

Creates screen-space visible edge lines from depth and normal discontinuities. Use EdgeOutline for line-art or toon-like renders where internal visible edges are part of the style.

EdgeOutline is different from Selection Outline:

  • EdgeOutline emphasizes visible screen-space edges and surface breaks.
  • Selection Outline emphasizes selected object masks.
  • Silhouette Outline focuses on the outer contour of the selected model.

Silhouette Outline

Creates an outer-contour style outline for selected models. Use this when you want a cleaner shell around a character or prop without emphasizing every internal mesh edge.

For the cleanest exported sprite outline, also consider Spritesheet Postprocess > Outer Outline in the Export Workbench. That effect runs on the captured 2D frames before atlas packing and can use Crisp Pixel mode for nearest-pixel outlines.

Custom Shader

Write a GLSL fragment shader applied as a full-screen post-process pass.

Parameter Description
Fragment Shader GLSL source code for the effect pass
uniform sampler2D tDiffuse;
varying vec2 vUv;

void main() {
  vec4 color = texture2D(tDiffuse, vUv);
  // Invert colors example
  gl_FragColor = vec4(1.0 - color.rgb, color.a);
}

Tips

  • Use SMAA for export, FXAA only for previews. FXAA is faster but can soften fine details; SMAA preserves shape clarity for final output.

  • Stack effects from “physical” to “stylized.” Start with SSAO / Depth / Lighting effects, then apply color grading (Tonemap, Gamma), and finish with stylistic effects (Pixelation, ASCII, Glitch).

  • SSAO is most effective in tight geometry. It shines in corners, joints, and overlapping meshes — reduce intensity if the scene already has strong directional lighting.

  • Pixelation works best when paired with Palette or Color Depth. Without limiting colors, pixelation alone can look like a low-res image rather than a deliberate style.

  • Bloom + Tonemap should be tuned together. If highlights look blown out, reduce bloom threshold or adjust tonemap white point instead of lowering bloom blindly.

  • Tilt Shift and Depth of Field should not compete. Use one as the primary focus model — combining them often creates confusing or over-blurred depth separation.

  • Glitch and Chromatic Aberration are most effective in short bursts. Keep intensity low for ambient use and reserve stronger settings for key moments or transitions.

Retro Pixel Art

A classic low-resolution game look with limited color depth and crisp shapes.

  • Pixelation (high Granularity)
  • Color Depth (low Bits)
  • Palette (optional, fixed palette)
  • SMAA (optional, light smoothing)
  • Vignette (subtle, optional)

Use when: you want Game Boy / SNES / indie pixel-art style renders.


CRT Monitor

Simulates an old display with scanlines, slight noise, and chromatic imperfections.

  • Scanline
  • Chromatic Aberration (low)
  • Noise
  • Gamma Correction (slightly adjusted)
  • Vignette (medium)
  • Optional: Bloom (very subtle)

Use when: retro UI, cyberpunk scenes, emulator-style output.


Cinematic Shot

A clean, film-like render with depth, lighting control, and subtle post-processing.

  • Depth of Field
  • SSAO
  • Bloom (moderate threshold)
  • Tonemap (ACES or Cineon)
  • Vignette (soft)
  • Gamma Correction (fine-tuned)

Use when: character renders, storytelling shots, trailers.


Stylized Illustration

Flattened, artistic look with controlled color and shape emphasis.

  • Color Depth
  • Palette or Color Average
  • Outline
  • Dither (optional)
  • Brightness / Contrast
  • Hue / Saturation

Use when: illustration-style renders, concept art, UI visuals.


Glitch / Cyber Breakdown

Digital corruption style for transitions or dramatic moments.

  • Glitch
  • Chromatic Aberration (high, animated if possible)
  • Noise
  • Scanline (optional)
  • Shockwave (event-based)

Use when: UI transitions, damage effects, sci-fi corruption.


Miniature / Tilt Focus

Makes scenes look like scale models or dioramas.

  • Tilt Shift (or Tilt Shift 2)
  • Depth of Field (low intensity or disabled)
  • Vignette (light)
  • SSAO (subtle)
  • Bloom (very subtle)

Use when: world dioramas, playful or “toy-like” renders.


Debug / Technical View

For inspection, layout, or development visualization.

  • Depth Visualization
  • Grid
  • SSAO (optional, low)
  • Outline (debug mode)
  • FXAA (optional for clarity)

Use when: debugging scenes, aligning objects, verifying depth.