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.

Blend Texture {#BlendTexture}

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.

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.)

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.

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).

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.