Motion ๐
These effects use a motion buffer to create dynamic visual effects based on the movement of pixels over time. They can be used to create trails, blurs, distortions, and other effects that respond to the motion in the scene. You will need to use the motion branch of the shader to use these effects as there is some extra overhead to using them.
Acidโ
Creates a psychedelic, trailing effect where colours bleed and distort based on previous frames, providing intense visual feedback.
- Blending: Controls how much of the previous frame's "acidic" trails are blended into the current frame. Higher values mean stronger, longer trails.
- Speed: Adjusts the speed at which the colour trails evolve and shift.
- Power: Controls the intensity of the colour bleeding and distortion.
- Distortion: Modifies the shape and waviness of the trails.
- Threshold: A luminance threshold that can affect which parts of the image contribute most strongly to the acid trails.
- Rainbow Speed: If non-zero, this adds a shifting rainbow hue to the trails, with the speed controlling how fast the rainbow colours cycle.
Blurโ
This effect creates a motion blur by blending previous frames with the current one, giving the appearance of objects smearing or blurring when they or the camera move.
- Opacity: Controls the visibility of the motion blur trails. A value of
0effectively disables the motion blur, where1will essentially freeze the screen. - Colour: The tint and alpha (transparency) of the blur trails. A lower alpha on this colour will make the trails fainter.
Distortionโ
Applies a continuous, animated distortion to the screen based on previous frames, creating a flowing or warping trail effect.
- X: Controls the maximum horizontal displacement of the distortion.
- Y: Controls the maximum vertical displacement of the distortion.
- Speed X: Controls the speed of the horizontal distortion animation.
- Speed Y: Controls the speed of the vertical distortion animation.
- Blend: Adjusts how the distorted trails from previous frames are blended with the current frame. Higher values create more pronounced and persistent trails.
Freezeโ
This effect keeps the current frame on the screen. To successfully animate this effect, please have at least 1 frame where it is disabled so that June has a chance to capture the current frame (it may freeze as a black screen if not).
- Power: Toggles whether the current frame is frozen or not.
RGB Freezeโ
Similar to "Freeze," but this effect allows you to freeze the Red, Green, and Blue colour channels independently.
- Power R: Controls the freeze amount for the Red channel.
0is live,1is fully frozen. - Power G: Controls the freeze amount for the Green channel.
- Power B: Controls the freeze amount for the Blue channel.
Glitchโ
This applies glitch effects that are influenced by previous frames, creating dynamic and often chaotic visual disruptions.
- Glitch: Controls the overall probability or intensity of glitch occurrences.
- Amount: Affects the magnitude or displacement of the glitching pixels.
- Speed: Controls how quickly the glitch pattern changes or updates.
- Size: Determines the size of the glitched blocks or areas.
- Seed: A random seed value that influences the glitch pattern.
- Rounding: If enabled, this can cause the glitch effects to snap to certain pixel boundaries, creating a blockier effect.
Chromaticโ
This is similar to Glitch, but works independently on the Red, Green, and Blue channels. It creates a chromatic aberration effect where the colours are separated and distorted based on previous frames.
- Glitch: Controls the overall probability or intensity of chromatic glitch occurrences.
- Amount: Affects the magnitude of colour channel separation.
- Speed: Controls how quickly the chromatic glitch pattern changes.
- Size: Determines the size of the areas affected by chromatic glitching.
- Seed: A random seed value for the chromatic glitch pattern.
- Rounding: Similar to the main glitch, this can create a blockier appearance for the chromatic separation.
- Power R: Strength of the Red channel's glitch displacement.
- Power G: Strength of the Green channel's glitch displacement.
- Power B: Strength of the Blue channel's glitch displacement.
Pixel Sortโ
This effect sorts pixels within rows or columns based on their brightness or colour values, creating "sorted" patterns that evolve over time due to the motion buffer.
- Base Test: A general threshold that can influence sorting across the entire image or interact with the directional tests.
- Speed: Controls how quickly the sorting patterns evolve or update based on the motion buffer.
- Top Test: The luminance or colour value threshold to start sorting pixels from the top.
- Top Range: The range or extent of the sort originating from the top.
- Bottom Test: The threshold to start sorting pixels from the bottom.
- Bottom Range: The range of the sort originating from the bottom.
- Right Test: The threshold to start sorting pixels from the right.
- Right Range: The range of the sort originating from the right.
- Left Test: The threshold to start sorting pixels from the left.
- Left Range: The range of the sort originating from the left.
Trailโ
Creates visual trails that follow movement on screen, by accumulating and fading previous frames. This can be used for light trails, ghosting, or other motion-echo effects.
- Sensitivity: Controls how sensitive the trail generation is to movement or changes in the scene. Higher values create trails more easily.
- Size: Affects the thickness or spread of the generated trails.
- Movement X: Introduces a horizontal offset or drift to the trails as they persist.
- Movement Y: Introduces a vertical offset or drift to the trails as they persist.
- Clean Up Frequency: Determines how quickly old trails fade away. Higher values mean faster fading.
- Brightness: Adjusts the brightness of the trails.
- Colour: The tint colour applied to the trails. The alpha channel controls their opacity.
- Burst: Can create a "burst" or intensification of the trail effect, often triggered by significant changes or movement.
Tranquilityโ
This effect creates a flowing trail with subtle colour shifts and distortions.
- Style: Determines the primary characteristic of the tranquility effect.
- Rave: More vibrant, shifting colours - a clean rainbow trail.
- Psychedelic: More complex colours and noticeable distortions.
- Blending: Controls how much of the previous frame's "tranquil" state is blended into the current frame, affecting the length and intensity of the trails.
- Colouring: Adjusts the intensity or method of colour shifting within the trails.
- Movement X: Introduces a horizontal drift or flow to the tranquility effect over time.
- Movement Y: Introduces a vertical drift or flow to the tranquility effect over time.
- Speed: Controls the overall speed at which the tranquility effect evolves, including colour shifts and movement.
Trancelessโ
This effect generates evolving, rhythmic patterns by manipulating colour channels from previous frames with independent speed and update rates, creating a trance-like visual feedback loop.
- Style: Determines the blending mode or core behaviour of the tranceless effect.
- Sift: Only combine certain portions of the frames. This is the suggested mode for most use cases.
- Mix: Smoothly combine the frames.
- Override: The past frames overwrite the current frame.
- Selective: The current frame is more present than the past frames. Opposite to
Override.
- Blend: Controls the overall opacity or mix of the tranceless effect with the current screen.
- Red Speed: Controls the speed at which the red channel's contribution to the effect evolves.
- Red Update Rate: Determines how frequently the red channel's pattern or influence is updated from the motion buffer.
- Green Speed: Controls the speed for the green channel's evolution.
- Green Update Rate: Determines the update frequency for the green channel.
- Blue Speed: Controls the speed for the blue channel's evolution.
- Blue Update Rate: Determines the update frequency for the blue channel.
Data Moshโ
Simulates data moshing, an effect where video compression artifacts are intentionally manipulated or exaggerated, leading to pixels from previous frames smearing or incorrectly replacing parts of the current frame.
- Style: Determines how the pixels are selected to be kept between frames.
- Traditional: Aims for a more common data moshing look, where blocks of pixels from I-frames persist and smear into P-frames.
- Edges: Focuses the moshing effect more around detected edges in the motion.
- Scale: Controls the size of the blocks or regions affected by the data moshing.
- Sensitivity: Adjusts how sensitive the effect is to motion or changes between frames, influencing when and how intensely the moshing occurs.
- Update Rate: Determines how frequently the "corrupted" frame data is updated or refreshed. Lower values lead to longer, more persistent moshing artifacts.
- Trail Width (
EdgesStyle Only): Controls the width or spread of the moshing trails when the style is set toEdges. - Trail Search (
EdgesStyle Only): Defines the search distance for edge detection when generating trails in theEdgesstyle. - Trail Colour (
EdgesStyle Only): The colour of the moshing trails in theEdgesstyle. - Unsafe Trail Values (
EdgesStyle Only): If enabled, allows for more extreme and unpredictable trail behaviour in theEdgesstyle.
Frame Rateโ
This effect simulates a lower frame rate by selectively holding onto previous frames for longer durations, creating a choppier, stop-motion-like appearance.
- Frame Rate: Controls the simulated frame rate. A value of
0means the effect is off or running at the native frame rate. Higher values will attempt to skip more frames, leading to a lower perceived frame rate.
FensterXDโ
This effect creates stacking copies of the screen, like a Windows XP error.
- Style: Determines the input used to control the windowing effect.
- Foreground Depth: Uses depth information to reveal the previous frame in areas considered "foreground" (closer to the camera). Requires a
Depth Light. - Background Depth: Uses depth information to reveal the previous frame in areas considered "background" (further from the camera). Requires a
Depth Light. In my opinion, this looks the best for most use cases. - Luminance: Uses the brightness of the current screen to control the transition; brighter or darker areas (depending on
Threshold) will reveal the previous frame.
- Foreground Depth: Uses depth information to reveal the previous frame in areas considered "foreground" (closer to the camera). Requires a
- Threshold: The cutoff point for the depth or luminance value that triggers the transition.
Fading Projectionsโ
This effect creates ghost frames that are projected towards the screen, zooming in with colours and an optional clean-up cycle.
- Zoom: Controls the amount of zoom applied to the ghost frames.
- Speed: Adjusts the speed at which the projections fade or cycle through their animation.
- Opacity: Controls the overall transparency of the fading projections..
- Colour: The tint colour applied to the fading projections. The alpha channel contributes to their overall opacity.
- Rainbow: If enabled (value greater than
0), the projections will be tinted with a shifting rainbow spectrum. The value itself can influence the intensity or speed of the rainbow. - Cycle Cutoff: Optionally, if enabled (a value greater than
0), determines a threshold for when projections become fully transparent or stop being rendered, affecting the tail-end of the fade.- Cycle Speed: Controls the speed at which the cycle cutoff occurs.
Motearโ
This effect creates tearing or shearing artifacts in the image that react to motion, making parts of the screen appear to rip or displace based on previous frames.
- Style: Determines the primary direction or characteristic of the tearing.
- Horizontal: Tearing primarily occurs along the horizontal axis.
- Vertical: Tearing primarily occurs along the vertical axis.
- Power: Controls the magnitude or displacement of the tearing effect. Positive values pull to the right, while negative values pull to the left.
- Amount: Adjusts the density of tearing.
0is the default value, while-1will pull the whole screen and1will pull small parts of the screen. - Opacity: Controls the blend of the torn segments with the original image.
- Cycle: If enabled, this introduces an animated cycle to the tearing effect. The tear effect will reset itself at the end of the cycle.
- Cycle Speed: Controls the speed of the animation when
Cycleis enabled.
- Cycle Speed: Controls the speed of the animation when
Lake Fillโ
This effect simulates colours "bleeding" or "filling" into areas of the screen from a specified start point, influenced by previous frames. It can create organic, flowing colour transitions or fill effects. Good for something like the screen dissolving into a colour. (But literally, it is just a lake fill algorithm..)
- Start X: The horizontal (X-axis) coordinate on the screen where the fill effect originates (0.5 is the centre).
- Start Y: The vertical (Y-axis) coordinate on the screen where the fill effect originates (0.5 is the centre).
- Search Radius: Defines the area around each pixel that is checked to determine if it should be "filled" by the encroaching lake of colour.
- Lake Colour: The colour that will be used to fill the "lake." The alpha channel controls its opacity.
- Limit by Speed: If enabled, the
Fill Speedparameter will control the rate of the fill- otherwise, the fill might be way too fast to see.- Fill Speed: When
Limit by Speedis enabled, this controls how quickly the "lake" of colour expands or fills.
- Fill Speed: When