Others ๐ฆ
This section is a mixture of Filters and Special - for anything that doesn't fit into other categories.
Astralโ
This effect generates an ethereal overlay by creating a transformed copy of the screen and blending it with the original. It supports modifications such as zoom, positional shifts, rotation, and depth-based layering.
- Opacity: Controls the visibility of the astral overlay. A value of
0means fully transparent, while1is fully opaque. - Zoom: Adjusts the scale of the astral copy. Positive values enlarge the overlay, negative values shrink it.
0results in no scaling. - Shift X, Shift Y: Offsets the astral copy horizontally (X) and vertically (Y) from its original position.
- Angle: Rotates the astral copy around its center.
- Layer: Determines the rendering order of the astral overlay relative to scene depth.
- Front: The astral overlay renders on top of all screen elements.
- Back: The astral overlay renders behind scene elements that are closer than the specified
Depthvalue. This mode requires aDepth Light.
- Depth: (Active if
LayerisBack) Specifies the depth threshold. Objects further than this distance will have the astral effect appear behind them. - Colour: Applies a tint to the astral overlay. The alpha channel of this colour also contributes to the overlay's overall transparency.
Astral RGBโ
Similar to Astral, this effect allows independent control over the Red, Green, and Blue colour channels of the overlay. Each channel can be individually zoomed, rotated, and have its opacity adjusted.
- Opacity: A global control for the overall visibility of the combined RGB astral effect.
- Opacity Red, Opacity Green, Opacity Blue: Controls the individual opacity of the Red, Green, and Blue astral channel overlays.
- Zoom R, Zoom G, Zoom B: Adjusts the scale of the astral layer for each respective colour channel (Red, Green, Blue).
- Angle R, Angle G, Angle B: Sets the rotation for the Red, Green, and Blue astral layers independently.
Apartโ
This effect "tears" or separates parts of the screen from a central origin point.
- Style: Determines the behaviour of the effect.
- Tear: Displaces the UV coordinates of the screen, creating a visual tear.
- Colour: Fills the area defined by the separation with the
Colourproperty.
- Power: Controls the magnitude or distance of the separation. Higher values create a larger tear/fill.
- Origin: Sets the central point (from
0to1across the screen axis defined byApply) from which the separation originates.0.5is the center. - Apply: Specifies the direction or axis of the separation.
- X Axis: Separation occurs horizontally.
- Y Axis: Separation occurs vertically.
- Diagonal Left: Separation occurs along a diagonal from top-left to bottom-right.
- Diagonal Right: Separation occurs along a diagonal from top-right to bottom-left.
- Colour: (Active if
StyleisColour) The colour used to fill the separated area.
Colour Diffusionโ
This effect creates a diffused, blended look by sampling the screen at two offset positions, tinting each sample with a distinct colour, and then averaging them. Think of it like Chromatic Aberration but not just red, green, and blue.
- Dithering: Applies a dither pattern to the sampled offsets, which can help reduce banding and create a smoother diffusion, especially at lower
Shader Qualitysettings. - Power One X, Power One Y: Controls the horizontal (X) and vertical (Y) offset for the first colour sample (
Colour One). - Power Two X, PowerTwo Y: Controls the horizontal (X) and vertical (Y) offset for the second colour sample (
Colour Two). Note that these offsets are applied in the opposite direction toPower One. - Colour One: The colour and opacity (alpha) used to tint the first sampled portion of the screen.
- Colour Two: The colour and opacity (alpha) used to tint the second sampled portion of the screen.
Holepuncherโ
This effect overlays a pattern of holes onto the screen, revealing either a specified Hole Colour or a multiplied/blended version of the screen through these holes.
- Style: Determines the hole generation method.
- Enabled: Standard hole generation.
- Seeded Size: Hole sizes are also influenced by a random seed, creating more variation.
- Size: Controls the general radius of the holes.
- Scale: Adjusts the density of the hole pattern. Higher values mean more, smaller holes.
- Amount: Determines the number of layers or passes for hole generation, affecting complexity and overlap.
- One Layer: A single layer of holes.
- Three Layers: Three overlapping layers of holes for a denser effect.
- Coverage: Influences the probability of a hole appearing at any given point in the pattern. A lower value results in more holes.
- Seed: A random seed value that alters the hole placement and, if
StyleisSeeded Size, their sizes. - Apply: Controls how the
Hole Colourinteracts with the screen within the punched areas.0(Multiply): TheHole Colouris multiplied with the screen colour.1(Overlay): TheHole Colourreplaces the screen colour.
- Hole Colour: The colour (and alpha) used for the "punched out" areas or to blend with them.
Glowstickโ
This effect generates animated, glowing sticks that move across the screen.
- Style: Determines the colouring of the glowsticks.
- Single: All glowsticks share
Colour One. - Dual: Glowsticks alternate between
Colour OneandColour Two. - Three: Glowsticks cycle through
Colour One,Colour Two, andColour Three. - Rainbow: Glowsticks have a shifting rainbow hue.
- Single: All glowsticks share
- Movement: Defines how the glowsticks animate.
- Manual: Position and rotation are controlled by
Angle. - Sin: Movement follows a sine wave pattern, influenced by
Speed. - Noise: Movement is driven by a noise function, influenced by
Speed.
- Manual: Position and rotation are controlled by
- Amount: The number of glowsticks to display.
- One, Two, Three, Ten.
- Radial: If greater than
0, concentrates the glowstick effect towards the edges of the screen, creating a vignette-like appearance. - Opacity: Controls the overall visibility of the glowstick effect.
- Speed: Affects the animation speed of movement (for
SinandNoisestyles) and colour cycling (forRainbowstyle). - Length: Determines the length of the glowsticks.
1is short,0is long. - Width: Controls the thickness of the glowsticks.
- Apply: Blends the glowstick colour with the screen.
0(Multiply): Glowstick colour is multiplied with the screen.1(Overlay): Glowstick colour overlays the screen.
- Angle: (Active if
MovementisManual) Sets the static rotation of the glowsticks. - Colour One, Colour Two, Colour Three: The colours used by the glowsticks, depending on the selected
Style.
Grid Checkerboardโ
This effect overlays various grid and checkerboard patterns onto the screen.
- Style: Determines the pattern type.
- Grid Solid: A simple grid using
Colour Three. - Grid Checkered: A grid where cells alternate between
Colour OneandColour Two. - Grid Checkered Two: Similar to Grid Checkered, but with a different internal pattern for the grid lines themselves.
- Checkerboard: A standard checkerboard pattern using
Colour OneandColour Two. - Checkerboard With Grid: A checkerboard pattern with an additional grid overlay using
Colour Three.
- Grid Solid: A simple grid using
- Opacity: Controls the overall visibility of the pattern.
- Width: Adjusts the thickness of the grid lines.
- Sectional: If enabled (greater than
0), introduces a random chance for sections of the grid/checkerboard to fade in or out over time, controlled bySpeed. - Scale X, Scale Y: Controls the horizontal (X) and vertical (Y) density of the grid or checkerboard cells. Higher values mean more, smaller cells.
- Overlay: Determines how the pattern colours blend with the screen.
0(Multiply): Pattern colours are multiplied with the screen.1(Overlay): Pattern colours overlay the screen.
- Rainbow: If enabled (greater than
0), the pattern colours will cycle through a rainbow spectrum, influenced bySpeed. - Speed: Affects the animation speed for
Sectionalfading andRainbowcolour cycling. - Angle: Rotates the entire grid/checkerboard pattern.
- Distort Power: Applies a wave-like distortion to the pattern.
- Distort Speed: Controls the animation speed of the distortion.
- Colour One, Colour Two, Colour Three: The colours used by the pattern, depending on the selected
Style.
Hallucinogenโ
Create multiple copies of the centre of the screen rotating around the centre of the screen.
- Opacity: Controls the overall visibility of the hallucinogenic effect.
0is no effect,1is full effect. - Expand: Adjusts the distance of the sampled points from the original pixel. Higher values create a wider, more spread-out bloom.
- Rainbow: If enabled (greater than
0), the blooming colours will be tinted with a shifting rainbow spectrum. The value itself can influence the intensity or speed of the rainbow. - Colour: A base colour that tints the entire effect. The alpha channel of this colour also contributes to the overall opacity.
Lenticular Haloโ
This effect simulates a lenticular halo, often seen around light sources, by creating a layered, coloured glow that can be positioned and styled.
- Opacity: Controls the overall visibility of the halo effect.
- Size: Adjusts the overall scale of the halo.
- Position X, Position Y: Offsets the center of the halo horizontally (X) and vertically (Y).
- Glow: Intensifies the brightness and spread of the halo's light.
- Apply: Determines how the halo colours blend with the screen.
- Multiply: Halo colours are multiplied with the screen.
- Overlay: Halo colours overlay the screen.
- Max: The brightest value between the screen and halo colour is chosen for each pixel.
- Style: Selects the colouration method for the halo.
- Disabled: No effect.
- Three Colours: The halo uses a gradient defined by
Colour One,Colour Two, andColour Three, mapped based onColour StartandColour End. - Rainbow: The halo displays a shifting rainbow spectrum, animated by
Rainbow Speed.
- Colour Start: (Active if
Styleis Three Colours) Defines the starting point of the three-colour gradient within the halo's radius. - Colour End: (Active if
Styleis Three Colours) Defines the ending point of the three-colour gradient within the halo's radius. - Colour One, Colour Two, Colour Three: (Active if
Styleis Three Colours) The three colours used to create the halo's gradient. - Breakup: Introduces noise or irregularity into the halo's shape, making it less uniform.
- Width: Controls the thickness or spread of the halo rings.
- Rainbow Speed: (Active if
Styleis Rainbow) Controls the animation speed of the rainbow colour cycling. - Angle: Rotates the entire halo effect.
Meta Imageโ
This effect creates a recursive, "picture-in-picture" visual by sampling the screen, scaling it down, and then using that scaled-down version to texture the original screen space, repeating the process.
- Scale: Controls the scaling factor for each recursive iteration. A value of
1means no scaling (and likely no visible effect beyond the first frame). Values greater than1will scale down the image for each step. - Blend: Adjusts the intensity or "feedback" of the recursion. Higher values create more pronounced and numerous repetitions.
Paletteโ
This effect displays a small, on-screen palette of four distinct colours sampled from the screen. It attempts to pick varied colours based on a threshold.
- Style: Determines the method used for sampling and comparing colours to build the palette.
- Zoomies: A faster, less precise sampling method.
- Dazzling: A slower, more accurate sampling method that tries harder to find distinct colours.
- Threshold: Controls the minimum difference required between colours for them to be considered distinct and included in the displayed palette. Higher values demand more significant differences.
- Size X, Size Y: Adjusts the width (X) and height (Y) of the on-screen palette display area.
- Position X, Position Y: Offsets the horizontal (X) and vertical (Y) position of the palette display on the screen.
Rain Lineโ
This effect overlays a scrolling, rainbow-coloured line or band across the screen.
- Style: Determines the orientation of the rain line.
- Y Axis: The line scrolls vertically.
- X Axis: The line scrolls horizontally.
- Opacity: Controls the overall visibility of the rain line.
- Apply: Determines how the rain line's colours blend with the screen.
0(Multiply): The line's colours are multiplied with the screen.1(Overlay): The line's colours overlay the screen.
- Start: Defines the starting edge of the rain line (from
0to1along the chosen axis). - End: Defines the ending edge of the rain line (from
0to1along the chosen axis). The space betweenStartandEnddetermines the line's apparent thickness. - Width: An additional control for the thickness or spread of the line, effectively modifying the perceived distance between
StartandEnd. - Speed: Controls the scrolling speed of the rain line along its axis.
Rimโ
This effect adds a depth-based rim light to objects on screen, highlighting their edges. This effect requires a Depth Light.
- Opacity: Controls the overall visibility of the rim lighting effect.
- Quality: (Currently not implemented, reserved for future enhancements).
- Width: Adjusts the thickness or spread of the rim light from the edges of objects.
- Sharpness: Controls the falloff of the rim light. Higher values create a sharper, more defined edge, while lower values produce a softer, more diffused glow.
- Colour: The colour and intensity (via alpha) of the rim light.
Scanline Overlayโ
This effect overlays animated, coloured scanlines onto the screen. Instead of how UV Manipulation -> Scanlines works, this adds colour to the screen rather than distorting it.
- Style: Determines the shape or behaviour of the scanlines.
- Warp: Scanlines have a slight curvature or wave-like distortion as they move.
- Block: Scanlines are straight and move uniformly.
- Amount: The number of scanlines to display simultaneously.
- One, Two, Three, Four.
- Power: Controls the intensity or visibility of the scanlines.
- Speed: Adjusts the animation speed at which the scanlines scroll across the screen.
- Size: Determines the thickness of each individual scanline.
- Position: A manual offset for the starting position of the scanline pattern. Can be used for static placement if
Speedis0. - Angle: Rotates the entire scanline pattern.
- Distance: (Active if
Amountis greater than One) Controls the spacing between multiple scanlines. - Apply: Determines how the scanline
Colourblends with the screen.0(Multiply): Scanline colour is multiplied with the screen.1(Overlay): Scanline colour overlays the screen.
- Colour: The colour and opacity (via alpha) of the scanlines.
Stripesโ
This effect overlays a pattern of coloured stripes onto the screen. You can individually control each stripe, allowing for effects such as transitions between scenes.
- Style: Determines the orientation of the stripes.
- Vertical: Stripes run vertically.
- Horizontal: Stripes run horizontally.
- Diagonal Left: Stripes run diagonally from top-left to bottom-right.
- Diagonal Right: Stripes run diagonally from top-right to bottom-left.
- Disabled: No stripes are displayed.
- Amount: Specifies the number of distinct coloured stripes in the pattern.
- Two, Three, Four, Five, Six, Seven.
- Zoom: Applies a scaling factor to the stripe pattern, effectively zooming it in or out.
- Angle: Rotates the entire stripe pattern.
- Distort Power: Applies a wave-like distortion to the stripes.
- Distort Speed: Controls the animation speed of the distortion.
- Apply: Determines how the stripe colours blend with the screen.
0(Multiply): Stripe colours are multiplied with the screen.1(Overlay): Stripe colours overlay the screen.
- Right One to Right Seven: These sliders control the right edge position (from
0to-1) of each respective stripe. Used to define the width of each stripe from its left edge. - Left One to Left Seven: These sliders control the left edge position (from
-1to0) of each respective stripe. Used to define the width of each stripe from its right edge. - Colour One to Colour Seven: Defines the colour (and alpha) for each of the up to seven stripes, corresponding to the
Amountselected.
Sunbeamsโ
This effect simulates rays of light (sunbeams) emanating from a point on or off-screen.
- Darkness: Controls how much the areas not covered by sunbeams are darkened, enhancing the contrast and visibility of the beams.
1is no darkening,0is maximum darkening. - Density: Adjusts the number and tightness of the sunbeams. Higher values create more, denser beams.
- Brightness: Controls the intensity or brightness of the sunbeams themselves.
- Position X, Position Y: Sets the origin point of the sunbeams on the screen. Values range from
-3to3, allowing the source to be off-screen.(0.5, 0.5)is the screen center. - Scale: Affects the overall spread or length of the sunbeams.
- Speed: Controls the animation speed of the sunbeams, giving them a shimmering or moving quality.
- Falloff Start: (Currently not fully implemented, may relate to future distance-based falloff).
- Falloff End: (Currently not fully implemented, may relate to future distance-based falloff).
- Disco: If enabled (greater than
0), the sunbeams will be coloured with a shifting rainbow spectrum.
Water Reflectionโ
This effect simulates a reflection on a water-like surface, mirroring the top portion of the screen downwards with an animated wave distortion.
- Opacity: Controls the overall visibility of the water reflection.
- Placement: Defines the "waterline" or the vertical position (from
0top to1bottom) where the reflection begins.0.5would place the waterline at the screen's vertical center. - Waves: Adjusts the intensity or amplitude of the wave-like distortion applied to the reflection. Higher values create more pronounced waves.
- Smoothness: Controls the sharpness of the reflection.
0is a sharper reflection, while higher values (towards1) create a softer, more diffused reflection. - Colour: Applies a tint to the reflected image. The alpha channel of this colour also affects the reflection's overall opacity.
Camouflageโ
This effect displaces pixels horizontally based on depth information, creating a camouflage-like distortion where parts of the image seem to shift or hide behind others. This effect requires a Depth Light.
- Depth: Sets the primary depth threshold. Pixels further away than this value are more likely to be affected by the displacement.
- Push: Controls the maximum horizontal displacement amount. Positive values push pixels to the right, negative to the left.
- Floor: The minimum depth (closest to the camera) at which the camouflage effect can start to occur.
- Ceiling: The maximum depth (furthest from the camera) at which the camouflage effect will still occur.
- Distance Adjustment: Modifies how the displacement strength is affected by the distance from the camera.
0: No distance adjustment; displacement is uniform based on depth.- Values towards
1: Displacement is stronger for objects closer to the camera. - Values towards
2: Displacement is stronger for objects further from the camera.
Inceptionโ
This effect creates a recursive "picture-in-picture" visual by overlaying scaled and offset copies of the screen onto itself.
- Opacity: Controls the visibility of the layered screen copies.
- Scale X, Scale Y: Adjusts the horizontal (X) and vertical (Y) scaling of each subsequent screen copy. Values less than
1will shrink the copies. - Shift X, Shift Y: Offsets the position of each subsequent screen copy horizontally (X) and vertically (Y).
- Adapt To Screen Size: If enabled (greater than
0), the scaling and shifting will attempt to adapt to the screen's aspect ratio to maintain a more consistent appearance.
Object Detectionโ
This effect attempts to identify and outline 3D objects in the scene by analyzing depth differences. It can be used to create a simple object highlighting or a stylized "blueprint" look. This effect requires a Depth Light.
- Depth: Sets the sensitivity for depth differences. Smaller values will detect more subtle changes in depth as edges.
- Scale: Adjusts the size of the grid or sampling pattern used for edge detection. Larger values might miss finer details but can be more performant.
- Width: Controls the thickness of the generated outlines.
- Check: Influences the distance or spread of the depth sampling. Higher values look further from the current pixel to find edges.
- Ceiling: The maximum depth (furthest from the camera) at which object detection will occur.
- Floor: The minimum depth (closest to the camera) at which object detection will begin.
- Colour: The colour and opacity (via alpha) of the generated outlines.
Fogโ
This effect simulates volumetric fog, gradually obscuring the scene based on distance from the camera or world position. This effect requires a Depth Light.
- Style: Determines the direction or distribution of the fog.
- Horizontal: Fog density increases primarily with horizontal distance from the camera (standard depth fog).
- Vertical Down: Fog appears to settle downwards, being denser closer to the "ground" (lower Y world coordinates).
- Vertical Up: Fog appears to rise upwards, being denser higher up (higher Y world coordinates).
- Multi Axis: Combines horizontal and vertical fog calculations.
- Input: Selects the primary input for calculating fog density.
- Linear Depth: Uses standard linear depth from the camera.
- Radial Depth: Uses radial distance from the camera's view center.
- Density: Controls the overall thickness or intensity of the fog. Higher values make the fog denser.
- Distribution: Affects how quickly the fog density increases with distance or along its chosen axis.
- Safe Space: Defines a radius around the camera (or origin, depending on
Input) where fog density is minimal or zero, creating a clear area. - Gradient: If greater than
0, this blendsColour OneandColour Twobased on the world Y-coordinate, allowing for height-based fog colour variation. - Colour One: The primary colour of the fog. The alpha channel controls its opacity.
- Colour Two: (Active if
Gradientis greater than0) The secondary colour used for the fog gradient.
Silhouetteโ
This effect renders objects within a certain depth range as solid silhouettes, with options for colouring the foreground and background. This effect requires a Depth Light.
- Style: Determines how the silhouette is coloured.
- Two Colours: Objects within the depth range are filled with
Colour Two, and the background (outside the depth range) is filled withColour One. - Rainbow: Objects within the depth range are filled with a shifting rainbow pattern, and the background is
Colour One.Rainbowslider controls intensity/speed. - Only Foreground: Objects within the depth range are filled with
Colour Two; the background remains the original screen. - Only Background: The background (outside the depth range) is filled with
Colour One; objects within the depth range remain the original screen.
- Two Colours: Objects within the depth range are filled with
- Opacity: Controls the overall visibility of the silhouette effect.
- Depth: Sets the primary depth threshold. Objects closer than this value are generally considered for the silhouette.
- Floor: The minimum depth (closest to the camera) at which the silhouette effect can start.
- Ceiling: The maximum depth (furthest from the camera) at which the silhouette effect will still apply.
- Rainbow: (Active if
Styleis Rainbow) Controls the intensity or animation speed of the rainbow fill. - Colour One: The colour used for the "background" or areas outside the main silhouette.
- Colour Two: The colour used for the "foreground" or the main silhouette itself.
Prismatic Layersโ
This effect creates multiple, offset, and coloured layers of the screen, simulating a prismatic or chromatic aberration effect with more distinct layering.
- Style: Determines the number of layers and their general behaviour.
- Zoomies: A faster, potentially simpler version with fewer layers.
- Fancy: A version with more layers and potentially smoother blending between them.
- Dazzling: The highest quality version with the most layers for the smoothest effect.
- Power: Controls the offset distance or "spread" of the prismatic layers from each other. Higher values create more separation.
- Radial Style: If enabled (greater than
0), the prismatic layers will be offset radially from the screen center, creating a circular or tunnel-like effect.- Disabled: Layers are offset linearly or based on screen UVs.
- Enabled: Layers are offset radially.
- Radial Start: (Active if
Radial Styleis Enabled) Defines the inner radius or starting point for the radial offset of the layers. - Radial End: (Active if
Radial Styleis Enabled) Defines the outer radius or ending point for the radial offset of the layers. - Colour One to Colour Six: Defines the tint colours for each of the up to six prismatic layers. The number of active colours depends on the selected
Style.
Hexatileโ
This effect overlays a pattern of hexagonal tiles onto the screen. These tiles can be static, animated with a wave, and can either reveal the screen through them or be filled with colour.
- Style: Determines the behaviour of the hexagonal tiles.
- Disabled: No effect.
- Screen: Hexagonal tiles reveal the original screen content through them, with the grid lines forming the pattern.
- Wave: Hexagonal tiles animate with a wave-like motion, zooming in and out based on their position relative to the wave.
- Scale: Controls the size of the individual hexagonal tiles. Higher values create smaller, more numerous tiles.
- Seed: A random seed value that alters the placement and, if applicable, the animation phase of the tiles.
- Zoom Minimum: (Active if
Styleis Wave) Sets the minimum zoom level for the tiles during their wave animation. - Zoom Maximum: (Active if
Styleis Wave) Sets the maximum zoom level for the tiles during their wave animation. - Void Minimum: Defines the threshold below which a tile becomes part of the "void" (filled with
Void Colour). - Void Maximum: Defines the threshold above which a tile is fully visible (not part of the void). The range between
Void MinimumandVoid Maximumcreates a transition. - Wave Size: (Active if
Styleis Wave) Controls the scale or frequency of the animating wave. - Wave Speed: (Active if
Styleis Wave) Controls the speed of the wave animation. - Void Colour: The colour used to fill the "void" areas or the grid lines themselves, depending on the interaction with
Void MinimumandVoid Maximum. - Rainbow: If enabled (greater than
0), theVoid Colourwill be replaced or blended with a shifting rainbow spectrum.
Secretsโ
This effect generates a series of layered visual screen copies, with each layer's appearance biased by various inputs like luminance, randomness, time, depth, or a lens-like distortion.
- Length: Controls the overall "length" or extent of the layered effect, determining how far the echoes spread or how many layers are prominent.
- Blending: Determines how the generated layers blend with the original screen content.
- Luma Bias: Influences the effect's intensity or appearance based on the luminance of the source pixels. Brighter or darker areas might react differently.
- Random Bias: Introduces a random factor to the appearance or behaviour of the layers, adding unpredictability.
- Length Bias: Modifies the "length" or spread of individual layers or specific parts of the effect, potentially making some echoes longer or shorter than others.
- Time Bias: Adds a time-based animation or variation to the effect, causing it to evolve or shift over time.
- Lens Bias: Applies a lens-like distortion or focus effect to the layers, which can warp or concentrate parts of the visual echo.
- Depth Bias: (Requires a
Depth Light) Influences the effect based on scene depth. Layers might appear stronger or weaker depending on how far objects are from the camera. - Depth Reverse Bias: (Requires a
Depth Light) If enabled (greater than0), this inverts the influence of theDepth Bias. - Colour: The primary tint colour applied to the generated layers/echoes.
Dividerโ
This effect creates a solid coloured line that divides the screen horizontally or vertically. It can be used to mask or reveal different parts of June's effects or the original screen.
- Style: Determines the orientation of the divider.
- Vertical: A vertical dividing line.
- Horizontal: A horizontal dividing line.
- Output: Controls what is rendered on either side of the divider.
- No Changes: Both sides of the divider show the current result of June's effects. The divider itself is just an overlay.
- Clean Colour: One side of the divider shows the clean, unaffected screen colours, while the other side shows June's effects.
- Clean UVs and Colour: One side of the divider shows the clean, unaffected screen (both UVs and colours), while the other side shows June's effects.
- Position: Sets the location of the divider along its axis (from
0to1). For a vertical divider,0.5is the horizontal center. For a horizontal divider,0.5is the vertical center. - Size: Controls the thickness of the dividing line.
- Angle: Rotates the divider.
- Colour: The colour and opacity (via alpha) of the dividing line itself.