Table of Contents

Effects reference: Common

This image shows the original scene without any post processing.

Add Texture

Adds a texture (remapped to specified min amd max) to the image.

Property Range Description
Overlay Texture 🖼️ The texture image to add.
Min [-1, 1] The minimum value to remap the texture to.
Max [-1, 1] The maximum value to remap the texture to.
Tip

To ignore a channel, make the two values equal for that channel. For example, Min = (-.1, -.1, -.1, 0) and Max = (.1, .1, .1, 0) will leave the alpha channel in tact.

Adjust Gamma

Adjust the gamma of the image.

Property Range Description
Gamma (0, ∞) When 1.0, no change is made. Values less than 1.0 darken the image, while values greater than 1.0 lighten it.

Adjust Saturation

Adjusts the color saturation of the image by interpolating between grayscale luminance and the original color.

Property Range Description
Saturation [0, 2) Controls color intensity. 1 leaves the image unchanged, 0 fully desaturates to grayscale. Values greater than 1 increase saturation.

Saturation 0.2

Saturation 2.0

Bilateral Filter

Separable

Smooths and denoises the image while preserving edges, by combining spatial proximity with color similarity. Non-edge regions become soft and clean, while sharp features remain intact.

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Other Properties

Property Range Description
Spatial Sigma (0, ∞) Controls how strongly the filter considers spatial distance. Larger values spread influence farther.
Range Sigma (0, 1) Controls sensitivity to color differences. Lower values preserve edges more strongly.

Tip
  • Use a small Range Sigma to keep edges crisp while denoising flat regions.
  • Increase Spatial Sigma for broader smoothing.
  • This filter works best on noisy images or stylized materials where texture detail must be preserved around edges.

Blend Texture

Blends an overlay texture with the image based on its alpha and the specified opacity.

Property Range Description
Overlay Texture 🖼️ The texture to blend with the image. The original alpha is respected.
Opacity [0, 1] Controls the strength of the blend. A value of 0 shows only the original image, while 1 applies the overlay fully (modulated by the overlay’s alpha).
Tip
  • Use this for setting constant, full-screen textures (with opacity 1). This is useful for debugging > or tweaking post effects.
  • This is also useful to add noise, an important ingredient in many effects.

Box Blur

Separable

Applies a uniform blur by averaging samples.

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Convex Hull Map

Maps each pixel’s color toward a set of primary colors using iterative convex‐hull projection. This effect gradually shifts colors toward the provided primaries, producing posterized, clustered, or palette–constrained looks.

Property Range Description
Level Count [1, ∞) Number of refinement iterations. Higher values move colors closer to the convex hull defined by the primary colors.
Background Color 🎨 Starting reference color used in the convex-hull projection process.
Primary Colors (0–9) 🎨 Palette colors that define the convex hull. Pixel colors are iteratively pulled toward these anchors.
Primary Color Count [1, 10] Number of primary colors currently active in the convex hull.
Tip
  • Use this to constrain an image to a defined palette without hard quantization.
  • Increasing Level Count produces stronger convergence toward the chosen colors.
  • Works well for stylized looks: painterly clusters, reduced palettes, or “vectorized” color fields.

Desaturate

Removes color saturation from the image, producing a grayscale result based on luminance.

(This effect has no adjustable properties. It fully desaturates the image according to its luminance.)

Gaussian Blur

Separable

Applies a smooth, natural-looking blur using a Gaussian weight curve.

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Other properties

Property Range Description
Sigma (0, ∞) Controls how quickly the Gaussian curve falls off. Higher values produce a softer, more spread-out blur.
Tip
  • Typically, you can use Sigma = Kernel Size / 6.

Invert

Inverts the colors of the image.

Max Filter

Separable

Replaces each pixel with the maximum color value found in its neighborhood.

This effect behaves like a morphological dilation on color channels.

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Min Filter

Separable

Replaces each pixel with the minimum color value found in its neighborhood.

This effect behaves like a morphological erosion on color channels.

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Mixbox Convex Hull Map

Requires Mixbox.

Maps each pixel’s color toward a set of primary colors using iterative convex-hull projection, but blends using Mixbox, a perceptually accurate subtractive color-mixing model. This produces smoother, more natural transitions than standard linear interpolation.

If Mixbox is unavailable, the shader outputs a flat yellow fallback.

Property Range Description
Mixbox LUT 🖼️ Lookup texture required for Mixbox’s perceptually accurate subtractive color blending.
Level Count [1, ∞) Number of refinement iterations. Higher values move colors closer to the convex hull defined by the primary colors.
Background Color 🎨 Starting reference color used for Mixbox convex-hull projection.
Primary Colors (0–9) 🎨 Palette colors that define the convex hull. Pixel colors are iteratively blended toward these anchors using Mixbox.
Primary Color Count [1, 10] Number of primary colors currently active in the convex hull.
Tip
  • Produces richer, more paint-like results than the standard Convex Hull Map thanks to Mixbox’s subtractive mixing.
  • Ideal for watercolor, gouache, and ink-style looks.
  • Increase Level Count for stronger palette attraction.
  • Try limiting the primary set (e.g., only 3–5 colors) for highly stylized palettes.

Pixelate

Applies a pixelation effect to the image by sampling blocks of pixels instead of individual texels.

Property Range Description
Pixel Size (1, ∞) Controls the pixelation density along the X and Y axes. Higher values produce larger blocks and a more pixelated look.

Power Mean

Separable

Blurs the image by computing a power mean (p-norm mean) of neighboring pixels.

Different Power values interpolate smoothly between familiar filters:

  • Power = 1 → arithmetic mean, standard box blur
  • Power = 2 → RMS-like mean (stronger emphasis on brighter values)
  • Power → ∞ → approaches a max filter
  • Power → -∞ → approaches a Min filter

Separable Properties

Properties Range Description
Kernel Size [0, ∞) The number of pixels sampled.
KernelOffset (-∞, ∞) Where the kernel should start relative to the pixel. This is set by the shader internally to center kernels (even-sized kernels are 0.5 to the right of the center).
Jump Size (0, ∞) Multiplies the sampling step size. Use values greater than 1 for faster, softer blurs.
Direction The blur direction (1,0) for horizontal, (0,1) for vertical. Internally set by the renderer.
Tip

Increasing the Jump Size can be a cheap way to fake a bigger kernel, but it does not always work.

Other Properties

Property Range Description
Power (-∞, ∞) Controls the type of mean. Lower values emphasize dark tones, higher values emphasize bright tones.
Tip
  • Can be used for "soft" min or max filters.

Quantize

Reduces the number of distinct color values in the image, creating a posterized or stylized effect.

Property Range Description
Level Count [2, ∞) Specifies the number of quantization levels for each color channel (R, G, B). Higher values preserve more detail.
Smoothness [0, 1] Controls the softness of transitions between quantized levels. A value of 0 produces hard edges, while higher values blend the steps smoothly.
Tip

With a low number of levels, many of the resulting colors turn out gray if each channel has the same number of level, leading to a dull result. By setting a different number of levels for at least one channel you get a more colorful result.

This is with Smoothness = 0 (hard transitions). The level count is 2 for red, 4 for the other 2.

This is with Smoothness = 0.1 (smooth transitions).

Quad Tone Map

A smooth 4-way threshold effect using inverse lerp (linear blend).

Interpolates between Low–Mid0, Mid0–Mid1, and Mid1–High based on lightness. Values below LowValue use LowColor, above HighValue use HighColor.

Property Range Description
Low Color 🎨 Color used for values below LowValue.
Mid0 Color 🎨 Color used for the first mid range (between LowValue and Mid0Value).
Mid1 Color 🎨 Color used for the second mid range (between Mid0Value and Mid1Value).
High Color 🎨 Color used for values above Mid1Value.
Low Value [0, 1] Lower threshold for lightness.
Mid0 Value [0, 1] Threshold separating low and mid0 regions.
Mid1 Value [0, 1] Threshold separating mid0 and mid1 regions.
High Value [0, 1] Upper threshold for lightness.

Simple Outline

Detects edges in the image using a Sobel-style filter and draws an outline based on a configurable threshold. Edges can be detected from the original image, scene depth, scene normals, or an explicit source texture.

Property Range Description
Outline Source {0, 1, 2, 3} Selects the source used for edge detection. See Outline Sources below.
Jump Size [0, ∞) Multiplies the sampling offset. Larger values produce thicker, coarser outlines.
Edge Factor [0, ∞) Scales the detected edge strength before thresholding. Used to make threshold tuning easier.
Threshold [0, ∞) Edge strength above which a pixel is considered part of an outline.
Line Color 🎨 Color used to draw detected edges. Alpha controls how much it blends over the original image.
Background Color 🎨 Color used where no edge is detected. Alpha controls blending with the original image.

Outline Sources

  • Camera Color – Uses the rendered image.
  • Alternate Texture – Uses an explicitly provided texture (outlineSourceTexture) as the edge source.
  • Depth Texture – Detects edges from scene depth.
  • Normals Texture – Detects edges from scene normals.

Using Depth and Normals Textures

This effect can derive edges from scene depth or scene normals, but the setup differs depending on the render pipeline.

Built-in Render Pipeline

When using Depth Texture or Normals Texture as the outline source, you must ensure the camera generates the required textures.

Options:

  • Set the camera’s depthTextureMode manually:

    • Depth for depth-based outlines
    • DepthNormals for normal-based outlines
  • Or add the RequiresDepthNormals component to the camera, which configures this automatically.

If the required textures are not enabled, depth- or normal-based outline modes will not work.

Universal Render Pipeline (URP)

Nothing is required to enable depth or normals textures in URP, as this is handled internally.

However, sometimes the normals don't work in the editor. Playing the game usually fixes this.

Tip
  • To draw outlines over the original image, set Background Color alpha to 0 and Line Color alpha to 1.
  • If the outline is hard to tune, start with Edge Factor = 1, find usable lower and upper threshold bounds, then adjust Edge Factor to bring the threshold into a convenient range.
  • You can render out an IDMap and use it as the AlternateTexture source to outline objects.
  • The Jump distance is a cheap way to control outline thickness, but may produce artifacts on thin features. A better approach is to use a Min filter (for dark outlines) or Max filter (for light outlines) after the outline pass.

Tri-tone Map

Maps the image’s tones to three colors (low, mid, and high) based on lightness, smoothly blending between them using inverse linear interpolation.

Property Range Description
Low Color 🎨 The color applied to the darkest areas of the image.
Mid Color 🎨 The color applied to mid-range tones.
High Color 🎨 The color applied to the brightest areas of the image.
Low Value [0, 1] The threshold below which pixels are tinted entirely with the Low Color.
Mid Value [0, 1] The midpoint that controls the blend between low and high regions.
High Value [0, 1] The threshold above which pixels are tinted entirely with the High Color.
Tip
  • Use this effect for quick-and-dirty color grading.
  • This is an easy way to make monochromatic effects more lively.