Distortions 🫠
Make the screen go all wobbly, curvy, and tipsy-topsy!
Simple Distortion
This is the most basic yet popular form of distorting the screen you can get - but don't let that deceive you, it is incredibly versatile and useful!
- Style: This controls the math equation behind the distortion.
- Sin Cos: This makes the screen wavey, but with some randomness added! (think of a sine wave/cosine wave being applied to the screen's uvs with some randomisation)
- Wavey: This is like
Sin Cos, but not random and a simple wave pattern. - Map Transform: This allows you to use an image as a base for the distortion. The UV will move in accordance to the colour values of the map.
- Animated Map: Like
Map Transform, but supports Spritesheets. An example use case for this would be having an animated rain spritesheet and applying it as a distortion to make it seem like rain is falling down on the screen!
- Distortion Transparency: Controls how visible the distortion is. At
1, the distortion is simply applied to the screen without any consideration for layering. Below this, a new layer is applied on top of the screen with the distortion (an example use case for this would be a heat wave effect). - Power X, Power Y: Controls the horizon and vertical distortion strength respectively. Negative values will distort the screen towards the left, while positive will distort it to the right.
- Speed X, Speed Y: Controls the speed of the distortion in the horizon and vertical directions respectively.
- Wobble Style: Controls whether or not to add additional wobble! This is a great way to add some extra randomness to the distortion.
- Wobble Amount: Controls the amount of wobble to add.
- Wobble Speed: Controls the speed of the wobble.
- Wobble Coverage: Controls the scale of the wobble (ex. a larger value will add more ripples to the screen).
Bézier Curve
This effect applies a distortion along a bézier curve. You pick two points for the line and adjust the curvature and power of the distortion.
- Power: How much the line should distort the screen.
- Curvature: How much the line should curve (in practical use, you will see more distortion with higher values).
- Point A, Point B: The two points that define the line. You can move these around to adjust the line's (and thus the distortion's) position.
Set the Bézier Curve's power to 0 to disable the effect.
Blackhole
Distorts in a circular pattern around the centre of the screen.
- Style: Either enable or disable the effect.
- Power: How much the distortion should affect the screen.
- Reach: How far the distortion should reach from the centre of the screen (ex. how big the circle, or the blackhole, is).
- Center X, Center Y: Where the blackhole will start from.
Bubbles
Adds little circle distortions in a repeating grid across the screen.
- Power: How much the bubbles should distort the screen.
- Size: How big the bubbles should be (in practice, a higher value means smaller bubbles BUT you get more bubbles covering the screen).
Bumpy Glass
Think of those weird glass walls of cubes that were popular in the late 90's/early 2000's. This effect applies a distortion in a grid pattern across the screen.
- Style: Either enable or disable the effect.
- Scale: How big the grid should be.
- Size: The size of the bumps.
- Angle: In which direction the bumps should distort the screen.
- Power X, Power Y: How much the bumps should distort the screen in the horizon and vertical directions respectively.
Liquify
Melts the screen - think of it as if the screen was made of ice cream and you left it out in the sun for too long.. 🍦
- Power: How much the distortion should pull the screen down.
- Scale: How wavey the liquify effect should be.
Set the Liquify power to 0 to disable the effect.
Warp
Warp, well, warps the screen in various styles! Think of it like you're grabbing the edges and pulling them back/forward/whatever.
- Style: Controls the way the screen is warped.
- Lens Explode: Center of screen bulges, edges pulled back.
- Lens Implode: Center of the screen is pulled back, edges bulge.
- Gravity Explode: Pushes the screen out starting from the centre.
- Gravity Implode: Pulls the screen in starting from the edges.
- Radius: How much the screen should be warped.
- Power: How much the warp should distort the screen's UVs.
Wave
Apply various wave patterns to the screen. Sort of like the Simple Distortion effect, but with more control! Also has support for ripples (ex. a stone being tossed into a pond).
- Style: Control which wave algorithm is being used to distort the screen.
- Wave styles: sin waves, tangent waves, triangle waves, square waves
- Ripple styles: square ripples, circular ripples, square singular, circular singular
- Other styles: archimedes spirals
- Radial: If the value is set above
0, the effect will apply around the edges of the screen instead based on your value. - Intervals X, Intervals Y: How many waves should be applied in the horizon and vertical directions respectively.
- Power X, Power Y: How much the waves should distort the screen in the horizon and vertical directions respectively.
- Speed X, Speed Y: How fast the waves should move in the horizon and vertical directions respectively.
- Manual X, Manual Y: For manual control of the waves moving in the horizon and vertical directions respectively (a use case is if you don't want to have it move automatically with speed).