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Filters ๐Ÿ“บ

This module provides various ways to alter the overall look and feel of the screen, from subtle colour adjustments to more dramatic stylistic changes (think kinda like Instagram filters).

Colour Incorrectionโ€‹

This filter intentionally applies a stylized colour remapping to the screen. It takes the luminance (brightness) of the original image and maps it to a new range defined by Colour Low and Colour High.

  • Colour Low: The colour that darker areas of the original image will be mapped towards.
  • Colour High: The colour that brighter areas of the original image will be mapped towards.

Colourblind Simulationโ€‹

Simulates various types of colour vision deficiencies. This can be useful for accessibility testing or for achieving specific artistic effects.

  • Style: Selects the type of colour blindness to simulate.
    • Protanopia: Simulates red-blindness.
    • Protanomaly: Simulates reduced sensitivity to red light.
    • Deuteranopia: Simulates green-blindness.
    • Deuteranomaly: Simulates reduced sensitivity to green light.
    • Tritanopia: Simulates blue-blindness.
    • Tritanomaly: Simulates reduced sensitivity to blue light.
    • Achromatopsia: Simulates complete colour blindness (monochromacy).
    • Achromatomaly: Simulates severely limited colour vision.
  • Opacity: Controls the strength of the simulation. 0 means no effect, 1 means full simulation.

Cornersโ€‹

Applies a coloured overlay to each of the four corners of the screen. The alpha channel of each colour controls its opacity.

  • Angle: Rotates the corner overlays around the center of the screen.
  • Colour Top Left: The colour and opacity for the top-left corner overlay.
  • Colour Top Right: The colour and opacity for the top-right corner overlay.
  • Colour Bottom Left: The colour and opacity for the bottom-left corner overlay.
  • Colour Bottom Right: The colour and opacity for the bottom-right corner overlay.

Colour Crushโ€‹

Think like a "deepfry" effect. It really just crushes the screen and makes it look like 2016-era memes.

  • Power: Controls the intensity of the colour crush effect. Higher values lead to more extreme results. A value of 0 disables the effect.

Colour Cycloneโ€‹

Overlays a swirling, cyclone-like pattern of colours onto the screen.

  • Opacity: Controls the transparency of the cyclone effect.
  • Speed: Adjusts the speed at which the cyclone swirls and colours shift.
  • Style: Determines the number of distinct colours used in the cyclone.
    • Two: Uses Colour One and Colour Two.
    • Three: Uses Colour One, Colour Two, and Colour Three.
    • Four: Uses Colour One, Colour Two, Colour Three, and Colour Four.
  • Apply: Blends the cyclone colours with the screen. 0 multiplies, 1 overlays.
  • Colour One, Colour Two, Colour Three, Colour Four: The colours used by the cyclone, depending on the selected Style.

Colour Wheelโ€‹

Overlays a circular wheel of colours onto the screen.

  • Opacity: Controls the transparency of the colour wheel.
  • Angle: Rotates the colour wheel.
  • Apply: Blends the colour wheel with the screen. 0 multiplies, 1 overlays.

CRTโ€‹

Simulates the look of an old Cathode Ray Tube (CRT) monitor.

  • Opacity: Controls the overall visibility of the CRT effect.
  • Style: Determines the colour mode of the CRT effect.
    • Black and White: Simulates a monochrome CRT display.
    • Red Green Blue: Simulates a colour CRT display with visible RGB phosphors.
  • Scale: Adjusts the size of the simulated scanlines or pixel grid.
  • Reverse: Inverts the light and dark areas of the CRT effect.
  • Threshold: Controls the cutoff point for what is considered "lit" or "dark" in the CRT simulation.
  • Direction: Sets the orientation of the scanlines.
    • Vertical: Horizontal scanlines.
    • Horizontal: Vertical scanlines.

Monotoneโ€‹

Applies a single-colour tint to the entire screen, desaturating other colours.

  • Saturation: Controls the strength of the monotone effect. 0 means no effect (original colours), 1 means the screen is fully tinted with the Colour.
  • Colour: The colour used to tint the screen.

Duotoneโ€‹

Reduces the screen's colours to a two-tone palette, mapping the original image's luminance to a gradient between Colour One and Colour Two.

  • Opacity: Controls the overall strength of the duotone effect.
  • Threshold: Sets the luminance point that divides which pixels are mapped more towards Colour One versus Colour Two.
  • Colour One: The colour that darker areas of the image will be mapped to.
  • Colour Two: The colour that brighter areas of the image will be mapped to.

Tritoneโ€‹

Similar to Duotone, but uses a three-colour palette. The screen's luminance is mapped to a gradient between Colour One, Colour Two, and Colour Three.

  • Opacity: Controls the overall strength of the tritone effect.
  • Threshold: Primarily influences the midpoint of the colour transition.
  • Colour One: The colour for the darkest areas.
  • Colour Two: The colour for the mid-tone areas.
  • Colour Three: The colour for the brightest areas.

Engravingโ€‹

Simulates the look of an engraved or etched image by representing the screen's details with fine lines.

  • Opacity: Controls the visibility of the engraving effect.
  • Scale: Adjusts the density and fineness of the engraving lines. Higher values mean more, finer lines.
  • Weight: Controls the thickness or prominence of the individual engraving lines.
  • Colour: Determines how the engraving lines are coloured.
    • 0: Uses a gradient between Colour Low (for darker image areas) and Colour High (for lighter image areas) for the lines, with the background being the opposite.
    • 1: Uses the original screen colours for the lines, with the background being determined by Colour Low and Colour High.
  • Colour Low: The colour used for the background (if Colour is 0) or for darker line areas (if Colour is 1).
  • Colour High: The colour used for the lines (if Colour is 0) or for lighter line areas (if Colour is 1).

Linocutโ€‹

Simulates the appearance of a linocut print, characterized by bold, carved-out areas and textured lines.

  • Opacity: Controls the visibility of the linocut effect.
  • Scale: Adjusts the density of the linocut lines/patterns.
  • Weight: Controls the thickness of the lines and the "carved" appearance.
  • Colour: Determines how the linocut is coloured, similar to the Engraving effect's Colour setting.
  • Curves: Adds curvature or waviness to the linocut lines, making them less uniform.
  • Colour Low: The colour for the "paper" or uncarved areas.
  • Colour High: The colour for the "ink" or carved lines.

Light Leakโ€‹

Simulates the effect of unwanted light leaking into a camera and hitting the film or sensor.

  • Style: Determines which type of light leak to use.
    • Light Shaft: Simulates a directional shaft of light.
    • Soft Sun: Creates a soft, diffused circular light area.
    • Gem Stone: Produces a more complex, multi-faceted light flare.
    • Over Exposed: Simulates a generally overexposed look.
    • Drip: Creates a light effect that appears to "drip" or streak across the screen.
    • Sun And Beam: Combines a circular sun-like flare with a directional beam.
  • Opacity: Controls the overall visibility of the light leak effect.
  • Power: Adjusts the intensity or brightness of the light leak.
  • Angle: Rotates the light leak effect (primarily for directional styles).
  • Placement X: Shifts the horizontal position of the light leak.
  • Placement Y: Shifts the vertical position of the light leak.
  • Colour One: The primary colour of the light leak.
  • Colour Two: A secondary colour used in some light leak styles for more complex flares.

Filmโ€‹

Simulates various artifacts and characteristics of old film stock, such as grain, scratches, and exposure errors.

  • Speed: Controls the speed at which film artifacts animate or change.
  • Exposure Power: Adjusts the intensity of simulated exposure variations.
  • Exposure Shape: Modifies the characteristics of the exposure fluctuations (e.g., making them sharper or softer).
  • Line Opacity: Controls the visibility of simulated film scratches or lines.
  • Line Density: Adjusts how many lines or scratches appear.
  • Circle Scale: Sets the scale for circular film artifacts (like dust spots).
  • Circle Distortion: Distorts the shape of circular artifacts.
  • Circle Size: Controls the size of circular artifacts.
  • Circle Density: Adjusts how many circular artifacts appear.
  • Circle Opacity: Controls the visibility of circular artifacts.
  • Squiggle Opacity: Controls the visibility of "squiggly" line artifacts.
  • Squiggle Scale: Sets the scale for squiggly line artifacts.
  • Squiggle Density: Adjusts how many squiggly lines appear.
  • Colour: The tint colour applied to the film artifacts (e.g., black for scratches).

Normal Mapperโ€‹

Generates a normal map from the screen's colour information.

  • Opacity: Controls how much the generated normal map influences the final output.
  • Search: Defines the radius for sampling neighboring pixels to calculate normal vectors.
  • Channel: Selects which colour channel (Red, Green, or Blue) of the input image is primarily used to derive the normal information.
  • Blue: Adjusts the blue channel intensity of the generated normal map. This is used to control the perceived "flatness" or depth.
  • Apply: Determines how the generated normal map is blended with the original screen colours.
    • 0: Multiplies the normal map with the screen.
    • 1: Overlays the normal map onto the screen.

Chromeโ€‹

Simulates a metallic, chrome-like appearance by emphasizing highlights and contours. Results in a sort of posterized, glossy look.

  • Opacity: Controls the overall strength of the chrome effect.
  • Smoothness: Adjusts the smoothness of the chrome reflections. Higher values create softer, more diffused reflections.
  • Highlights: Controls the intensity and brightness of the specular highlights that give the chrome effect its shine.
  • Angle: Affects the apparent direction of light influencing the chrome reflections.
  • Posterization: Reduces the number of distinct tones in the chrome effect, creating a more stylized, banded appearance.

Rainbowโ€‹

Applies a rainbow colour overlay to the screen, with various controls for how the colours are generated and blended.

  • Style: Determines the method used to generate the rainbow.
    • Sin Bow: A fast, trigonometric method for generating rainbow colours.
    • Hue Bow: Uses HSV colour space manipulation for smoother/more controlled rainbow gradients.
  • Opacity: Controls the overall visibility of the rainbow overlay.
  • Input: Selects the source used to drive the rainbow pattern.
    • None: A static or time-based rainbow.
    • Circles: Uses concentric circles emanating from the screen center.
    • Depth: Uses scene depth information. Requires a Depth Light.
    • World Position: Uses the world-space position of pixels. Requires a Depth Light.
    • Luminance: Uses the brightness of the original screen pixels.
  • Input Modifier: A general-purpose modifier for the selected Input (e.g., scaling for circles, intensity for depth).
  • Apply: Blends the rainbow colours with the screen. 0 multiplies, 1 overlays.
  • Speed: Controls the animation speed of the rainbow colours or patterns.
  • X: Influences the horizontal component or offset of the rainbow generation.
  • Y: Influences the vertical component or offset of the rainbow generation.
  • Hue: Adjusts the starting hue or overall hue shift of the rainbow.
  • Saturation: Controls the saturation of the rainbow colours.
  • Value: Controls the brightness/value of the rainbow colours.
  • Distortion Power: Applies a wave-like distortion to the rainbow pattern.
  • Distortion Speed: Controls the speed of the rainbow distortion animation.

Rampโ€‹

Remaps the screen's colours based on a lookup texture (the "ramp"). The selected colour Channel of the input image is used to sample a position along the ramp texture.

  • Power: Controls the intensity of the ramp effect. A value of 0 disables it.
  • Speed: If the ramp texture is animated or if you want to scroll along it, this controls the speed.
  • Position: An offset for sampling along the ramp texture.
  • Channel: Selects which colour channel (Red, Green, or Blue) of the input image is used to look up values in the ramp texture.
  • Scale: Scales the input channel's value before it's used to sample the ramp, affecting how much of the ramp texture is utilized.
  • Ramp Texture: The 1D or 2D texture used for colour remapping.

Gradientโ€‹

Overlays a colour gradient onto the screen. Various styles allow for different numbers of colours and gradient shapes.

  • Style: Determines the shape and complexity of the gradient.
    • Linear: A simple two-colour linear gradient.
    • Radial: A two-colour radial gradient emanating from the center.
    • Polar: A gradient based on polar coordinates, creating circular or spiral patterns.
    • Rings: Concentric rings of colour.
    • Rainbow: A multi-coloured rainbow gradient (distinct from the main "Rainbow" effect).
  • Angle: Rotates the gradient.
  • Opacity: Controls the overall visibility of the gradient.
  • Apply: Blends the gradient with the screen. 0 multiplies, 1 overlays.
  • Steps: For some styles, this controls the number of distinct colour bands or steps in the gradient.
  • Colour One, Colour Two, Colour Three, Colour Four: The colours used to define the gradient, depending on the selected Steps.

Low Inkโ€‹

Simulates the appearance of a print made with low ink, resulting in a desaturated, grainy look with emphasized lines.

  • Opacity: Controls the overall strength of the low ink effect.
  • Lines: Adjusts the prominence and darkness of lines in the image.
  • Grain: Controls the amount of grainy texture added to the image.
  • Colourize: Influences the colour cast of the effect, shifting it towards a more sepia or desaturated tone.

Low Bitrateโ€‹

Simulates the blocky compression artifacts often seen in low-bitrate video or heavily compressed images.

  • Resolution: Controls the apparent block size or "resolution" of the compression artifacts. Higher values create larger, more noticeable blocks. A value of 0 disables the effect.

Grainโ€‹

Adds a film grain or noise texture to the screen, simulating the look of traditional photographic film.

  • Opacity: Controls the visibility of the grain effect.
  • Style: Determines the type and colour of the grain.
    • Single Colour: Grain is a single colour, defined by Colour One.
    • Two Colours: Grain alternates between Colour One and Colour Two.
    • Rainbow: Grain particles have random rainbow colours.
  • Quality: Affects the detail or algorithm used for grain generation.
    • Zoomies: Faster, potentially less detailed grain.
    • Dazzling: Slower, potentially more detailed or "organic" looking grain.
  • Size: Controls the scale or fineness of the grain particles.
  • Speed: Controls the animation speed of the grain, making it appear to "shimmer" or change over time.
  • Apply: Blends the grain with the screen. 0 multiplies, 1 overlays.
  • Seed Style: Determines how the random seed for grain generation is influenced.
    • Disabled: Static seed.
    • Number: Uses the Seed value.
    • Screen Colours: Uses the screen's colours to influence the seed.
    • Luminance: Uses the screen's luminance to influence the seed.
  • Seed: A numerical seed used for random grain generation when Seed Style is Number.
  • Amount: Controls the density or coverage of the grain particles. Lower values mean less grain.
  • Colour One: The primary colour for the grain (used in Single Colour and Two Colours styles).
  • Colour Two: The secondary colour for the grain (used in Two Colours style).

Glitterโ€‹

Adds sparkling glitter-like particles to the screen.

  • Opacity: Controls the overall visibility of the glitter.
  • Scale Lower: Sets the lower bound for the size of the glitter particles.
  • Scale Upper: Sets the upper bound for the size of the glitter particles.
  • Thresh Lower: The minimum brightness threshold for glitter to start appearing.
  • Thresh Upper: The brightness threshold above which glitter is most prominent.
  • Darkness: Controls how much the underlying image is darkened to make the glitter stand out. 1 means no darkening.
  • Speed: Controls the animation speed of the glitter's sparkle.
  • Rainbow: If enabled, glitter particles will have rainbow colours.
  • Colour: The colour of the glitter particles if Rainbow is disabled.

Moireโ€‹

Creates a moirรฉ pattern, which is an interference pattern that appears when two grids or lines are overlaid at an angle..

  • Style: Selects the type of moirรฉ pattern.
    • Disabled: No moirรฉ effect.
    • Sin Curves: Generates a pattern based on sine wave interference.
    • Circle: Creates a moirรฉ pattern with circular characteristics.
  • Opacity: Controls the visibility of the moirรฉ pattern.
  • Scale: Adjusts the frequency or density of the lines/grids creating the moirรฉ pattern.
  • Apply: Blends the moirรฉ pattern with the screen. 0 multiplies, 1 overlays.
  • Rainbow: If enabled, the moirรฉ pattern will be rainbow-coloured.
  • Colour: The colour of the moirรฉ pattern if Rainbow is disabled.

Sepiaโ€‹

Applies a classic sepia tone to the image, giving it a warm, brownish, old-photograph look.

  • Opacity: Controls the strength of the sepia effect.
  • Temperature: Adjusts the "warmth" of the sepia tone. Higher values make it more reddish-brown.
  • Tone: Fine-tunes the overall colour cast of the sepia effect.

Solarizeโ€‹

Simulates the solarisation effect in photography where the image is reversed in tone.

  • Opacity: Controls the overall strength of the solarization effect.
  • Solarization: Adjusts the threshold or intensity of the tone reversal. Values around 0 produce a more traditional solarisation, while negative or positive values can create different inversion effects.
  • Colourization: Adds a colour tint to the solarized image. 0 is typically greyscale or standard solarisation, while other values introduce colour.

Specularโ€‹

Simulates specular highlights on the screen's content as if it were a 3D surface reflecting light (basically, adds shiny light reflections).

  • Power: Controls the overall intensity of the specular highlights. A value of 0 disables the effect.
  • Gloss: Adjusts the "tightness" or spread of the specular highlights. Higher values create smaller, sharper highlights (like on a very glossy surface).
  • Normals: Defines the search radius when attempting to derive surface normals from the 2D image, which influences how highlights are calculated.
  • View Direction: Simulates the direction from which the viewer is looking at the "surface."
  • Light Direction: Simulates the direction of the primary light source casting the specular highlights.
  • Colour: The colour of the specular highlights. The alpha channel controls their opacity.

Tie Dyeโ€‹

Puts a swirling tie-dye pattern overlaid on the screen.

  • Opacity: Controls the overall visibility of the tie-dye effect.
  • Scale: Adjusts the size and complexity of the tie-dye swirls.
  • Speed: Controls the animation speed of the swirling pattern.
  • Saturation: Adjusts the intensity of the colours in the tie-dye pattern.
  • Apply: Blends the tie-dye colours with the screen. 0 multiplies, 1 overlays.
  • Waves: Controls the "waviness" or distortion of the tie-dye swirls.

Technicolourโ€‹

Simulates the distinct look of old Technicolour films.

  • Style: Selects the Technicolour process to simulate.
    • Two-Stripe Camera Roll: Simulates an earlier two-colour Technicolour process, resulting in a limited red-green or red-blue palette.
    • Three-Stripe Camera Roll: Simulates the more famous three-strip Technicolour process, known for its richer, more vibrant (though still stylized) colours.
  • Opacity: Controls the strength of the Technicolour simulation.

Thermalโ€‹

Simulates a thermal imaging camera view, mapping the screen's luminance to a heat signature colour gradient.

  • Opacity: Controls the overall visibility of the thermal effect.
  • Heat: Adjusts the sensitivity or range of the thermal mapping. Higher values can make more of the image appear "hot."

Thresholdโ€‹

Converts the screen to a two-tone colour palette based on a brightness threshold.

  • Style: Determines which aspect of the image is used for thresholding.
    • Luminance: Uses overall brightness.
    • Red: Uses the red channel.
    • Green: Uses the green channel.
    • Blue: Uses the blue channel.
    • Hue: Uses the hue value.
    • Saturation: Uses the saturation value.
  • Smoothness: Controls the softness of the transition at the threshold. 0 creates a hard cutoff, while higher values create a smoother gradient.
  • Apply: Determines how the thresholded colours are blended with the original screen.
    • 0: Replaces the screen with Colour Lower or Colour Higher.
    • 1: Multiplies Colour Lower or Colour Higher with the screen.
  • Opacity: Controls the overall visibility of the threshold effect.
  • Threshold: The cutoff point. Pixels with an input value (e.g., luminance) below this will map to Colour Lower, and above will map to Colour Higher.
  • Colour Lower: The colour for pixels below the threshold.
  • Colour Higher: The colour for pixels above the threshold.

Night Visionโ€‹

Simulates the monochromatic green and noisy appearance of night vision goggles.

  • Opacity: Controls the overall visibility of the night vision effect.
  • Darkness: Adjusts the overall brightness and contrast of the night vision effect. Higher values can make the image brighter (or more "washed out").

Ultra Violetโ€‹

Simulates an ultraviolet (blacklight) effect, making certain colours appear to glow while desaturating others.

  • Opacity: Controls the overall visibility of the ultraviolet effect.
  • Brightness: Adjusts the intensity of the simulated UV glow.

Wall Glowโ€‹

Creates a glowing effect that comes out from the edges of the screen.

  • Opacity: Controls the overall visibility of the wall glow.
  • Power: Adjusts the intensity and spread of the glow.
  • Controls: A vector4 (X,Y,Z,W) that fine-tunes the power of the glow from the Left (X), Right (Y), Top (Z), and Bottom (W) edges respectively. Values range from 0 (no glow from that side) to 1 (full glow).
  • Colour Left: The colour of the glow emanating from the left edge. Alpha controls opacity.
  • Colour Right: The colour of the glow emanating from the right edge. Alpha controls opacity.
  • Colour Top: The colour of the glow emanating from the top edge. Alpha controls opacity.
  • Colour Bottom: The colour of the glow emanating from the bottom edge. Alpha controls opacity.

VHSโ€‹

Simulates the visual artifacts and distortions characteristic of old VHS tapes.

  • Lines Opacity: Controls the visibility of horizontal scanlines or tracking lines.
  • Lines Scale: Adjusts the thickness and frequency of the scanlines.
  • Lines Curvature: Adds a slight curvature or distortion to the scanlines, mimicking tape wear.
  • Lines Speed: Controls the speed at which the scanlines or tracking errors animate or scroll.
  • Snow Style: Determines how "video snow" (random noise) is distributed.
    • No Bias: Snow is evenly distributed.
    • Top Bias: Snow is more concentrated towards the top of the screen.
    • Bottom Bias: Snow is more concentrated towards the bottom of the screen.
  • Snow Opacity: Controls the visibility of the video snow.
  • Snow Size: Adjusts the size of the individual snow particles.
  • Snow Speed: Controls the animation speed of the snow.

Vignetteโ€‹

Darkens or lightens the edges of the screen in a circular pattern, drawing focus towards the center.

  • Style: Determines the shape of the vignette.
    • Disabled: No vignette.
    • Squared: A rectangular or squared vignette.
    • Circular: A circular or oval vignette.
  • Apply: Controls how the vignette colour is blended with the screen.
    • 0 (Soft): Multiplies the vignette colour with the screen, typically darkening.
    • 1 (Hard): Overlays the vignette colour, which can be used for coloured vignettes or to lighten edges if the colour is bright.
  • Power: Adjusts the intensity or darkness/lightness of the vignette.
  • Distribution: Controls how far the vignette extends from the edges towards the center. Higher values create a tighter, more focused vignette.
  • Colour: The colour of the vignette. The alpha channel controls its opacity.

Ditherโ€‹

Applies a dithering pattern to the screen.

  • Opacity: Controls the overall visibility of the dither effect.
  • Posterization: Adjusts the number of colour levels the image is reduced to before dithering. Higher values result in more distinct colour bands.
  • Use Luma-Bias: If enabled, the dithering pattern intensity will be biased by the luminance of the original pixel, making dithering more apparent in mid-tones and less in very dark or very bright areas.
  • Dither Style: Selects the dithering algorithm or pattern.
    • Disabled: No dithering.
    • Texture: Uses the Dither Texture to apply the dither pattern.
    • 4x4 Fast: Applies a fast 4x4 ordered dither pattern.
    • 8x8 Fast: Applies a fast 8x8 ordered dither pattern.
    • 4x4 Fancy: Applies a potentially higher quality (but slightly slower) 4x4 dither pattern.
  • Channel (Texture Style Only): Selects which channel (Red, Green, or Blue) of the Dither Texture is used for the dithering pattern.
  • Dither Texture (Texture Style Only): The texture used to define the dither pattern.
  • Dither Colour: A colour that can be blended with the dithered output, allowing for coloured dithering effects.

Fauxlateโ€‹

Applies an additional layer of pixelation on top of the screen, but blended together and not actually pixelating the screen itself.

  • Opacity: Controls the overall strength of the fauxlate effect.
  • Fauxness: Adjusts the degree of pixelization. Higher values simplify details more.
  • Scale: Controls the size of the pixel blocks or regions considered during the effect.
  • Colour: A tint colour that can be applied to the fauxlated image.

Lielessโ€‹

Creates a stylized, somewhat desaturated and high-contrast look with emphasized edges.

  • Opacity: Controls the overall strength of the effect.
  • Grain: Adds a grainy texture to the image.
  • Detail: Adjusts the level of detail preserved in the edge detection.
  • Hue: Shifts the overall hue of the effect.
  • Glow: Adds a glowing effect around the emphasized edges.
  • Darken: Controls how much the darker areas of the image are intensified.