Chromatic Aberration ๐น
Colour channel blurring (like an old VHS camcorder would do).
Styleโ
Style controls what the chromatic aberration will look like. Please note that the Shader Options -> Shader Quality will control both how pretty the effect looks and how intense it is on the GPU.
- RGB: Splits and blurs the red, green, and blue colour channels (traditional chromatic aberration).
- HSV: Applies the same process as above to the hue, saturation, and value channels.
- Negativity: Splits and blurs inverted colour channels.
- Radial: Blurs the red, green, and blue colour channels but applies a "zoom" effect to each layer. This essentially pulls the colour channels forward towards the camera. This effect is stronger around the edges of the screen.
- Layered: Similar to the effect above but not "radial" - just a layered slightly opaque zoom of different colour channels (it's easiest to see yourself what it will look like). I really like this one!
- Blur: Rather than just splitting in one direction, like
RGBandHSVdo, split in multiple directions like a typical blur. Basically, a blur + chromatic aberration combined.
Powerโ
Control powers in various directions. For some effects, it may bring the colour splits closer to the screen (like in Radial and Layered). For most effects, it will move the colour channels further apart in opposite directions (such as moving the red colour channel left and the blue colour channel right). X Power options will move the splits horizontally (on the x-axis), while Y Power splits will move things vertically (on the y-axis).
Transparencyโ
Control how transparent the colour split as a whole is, or how transparent the colour split of each individual channel is.
Rotationโ
Control the angle at which the colour channels split. Rotation Speed lets it be animated and spin around on its own.
Ditheringโ
Dithering applies a small pattern to each layer to spread it out a little more. This is a technique used for lower-quality materials to compensate for the lack of layers. If you are using a lower Rendering -> Shader Quality, then I suggest using dithering to help mask the lack of layers and make the effect look "smoother". If you are using a higher Rendering -> Shader Quality, you probably don't need this.