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¶
- Open the Effects tab from the menu bar.
- Click an effect to add it to the stack.
- Adjust its parameters in the panel that appears.
- 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.
Recommended Stacks¶
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.