Stylize ๐
This module offers a collection of effects designed to transform the screen's appearance into various artistic styles, like paintings or retro computer graphics.
Compressionโ
This effect simulates the blocky artifacts and reduced colour depth characteristic of heavily compressed images or old digital graphics.
- Resolution: Controls the apparent block size of the compression. Lower values (ex.
50) create larger, more noticeable blocks, while higher values (e.g.,1000) result in finer, less obvious compression. - Smoothness: Adjusts the blending between the original screen and the compressed version.
- Palette: Further reduces the overall colour palette after the smoothness and resolution steps. Higher values (e.g.,
100) allow for more colours, while lower values (e.g.,3) create a very limited, retro-console-like palette.
Crosshatchingโ
This effect simulates a traditional crosshatching drawing technique, representing shading and form with intersecting lines.
- Opacity: Controls the overall visibility of the crosshatching effect.
- Scale: Adjusts the thickness of the individual crosshatch lines. Smaller values create finer lines.
- Size: Controls the density or spacing of the crosshatch pattern. Higher values spread the lines further apart.
- Apply: Determines how the crosshatching interacts with the original screen colours.
0(Overlay): Crosshatch lines (typically black) are drawn on top of the screen.1(Multiply): The screen is multiplied by the crosshatch pattern, often making the lines appear as the screen colour against a white or lighter background.
- Shadow Style: If enabled, the crosshatching effect is primarily applied to the darker areas (shadows) of the screen.
- Disabled: Crosshatching is applied more uniformly.
- Enabled: Crosshatching intensity is biased by the
Shadow Threshold.
- Shadow Threshold: (Active if
Shadow Styleis Enabled) Sets the luminance level below which the crosshatching effect becomes more prominent.
Crystalizeโ
This effect transforms the screen into a pattern of angular, crystal-like cells, by distorting the UVs based on a noise pattern.
- Scale: Controls the size and density of the crystal cells. Higher values create more, smaller cells.
- Angle: Influences the orientation or "grain" of the crystal pattern by affecting the underlying noise generation.
Dotsโ
This effect renders the screen as a collection of dots, with various options for how the dots are coloured and sized based on the original image.
- Style: Determines how the dots are coloured and interact with the background.
- Coloured Dots: Dots take on the colour of the underlying screen pixel, against a solid
Off Colourbackground. - Coloured Space: The space between dots takes on the screen colour, while the dots themselves are the
Off Colour. - Bright Dots: Dots are a brightened version of the screen colour, against a darker background.
- Bright Overlay: Bright dots are overlaid on the original screen.
- Coloured Dots: Dots take on the colour of the underlying screen pixel, against a solid
- Size: Controls the radius of the individual dots. The final size is also influenced by the luminance of the corresponding screen area.
- Scale: Adjusts the density of the dot pattern. Higher values create more, smaller dots.
- Off Colour: The colour used for the background or the dots themselves, depending on the selected
Style.
Embossโ
This effect simulates an embossed or bas-relief appearance by highlighting edges and creating a sense of depth based on luminance differences.
- Opacity: Controls the overall visibility of the emboss effect.
- Brightness: Adjusts the brightness of the mid-grey tone that forms the "flat" areas of the embossed image.
- Colourize: If greater than
0, this value influences the intensity of a colour tint applied to the embossed result, shifting it away from a pure greyscale. - Width: Controls the spread or thickness of the highlighted edges, affecting the perceived depth of the emboss.
Impressionismโ
This effect transforms the screen into an impressionistic painting, characterized by dabs or strokes of colour. It offers various brush shapes and layering options.
- Style: Determines the shape of the "brush strokes."
- Squares: Uses square-shaped dabs.
- Rings: Uses ring-shaped dabs.
- Circles: Uses circular dabs.
- Stars: Uses star-shaped dabs.
- Polygons: Uses polygonal dabs (number of sides controlled by
Sides).
- Layers: Controls the number of overlapping layers of brush strokes, creating a denser and more complex painted look.
- One: A single layer of strokes.
- Three: Three layers of strokes.
- Scale: Adjusts the overall size and density of the brush strokes. Higher values generally mean more, smaller strokes.
- Density: Influences how closely packed the brush strokes are.
- Brush: Controls the size of the individual brush stroke or dab.
- Inverse: If enabled, the effect inverts, often applying the
Off Colouras strokes onto the screen image. - Sides: (Active if
Styleis Polygons) Sets the number of sides for the polygonal brush strokes. - Seed: A 4-component vector (X,Y,Z,W) that acts as a random seed for stroke placement, speed (Y), coverage/density (Z), and rotation (W), adding variation to the painted effect.
- Spread: A 4-component vector (X,Y,Z,W) controlling the spread of strokes horizontally (X), vertically (Y), their size variation (Z), and rotational variation (W).
- Off Colour: The colour used for the "canvas" or background if
Inverseis enabled, or to blend with strokes.
Mosaicโ
This effect transforms the screen into a mosaic pattern, where offset blocks of colour are defined by a grid, and a border colour can be applied around these blocks. It's similar to Pixelate but more brick-like.
- Opacity: Controls the overall visibility of the mosaic effect.
0is no effect,1is full effect. - Size: Adjusts the size of the individual mosaic tiles or blocks. Higher values create larger blocks, resulting in a coarser mosaic.
- Softness: Controls the smoothness of the transition between the mosaic tile colour and the
Colour(border).0creates a hard edge, while values towards1create a softer, more blended border. - Shift: Introduces a slight offset or "shift" to alternating rows of mosaic tiles, creating a more irregular or "brick-like" pattern rather than a perfect grid.
- Colour: The colour used for the borders or grout between the mosaic tiles. The alpha channel controls its opacity.
Neon Ringsโ
This effect renders the screen as a series of neon rings, with colours based on the screen.
- Scale: Adjusts the density of the neon rings. Higher values create more, thinner rings.
- Size: Controls the thickness or prominence of the individual neon rings.
- Off Colour: The colour used for the spaces between the neon rings, or to blend with the background.
Oilโ
This effect simulates the appearance of an oil painting by blending nearby pixel colours to create larger, smoother areas of colour, mimicking brush strokes.
- Style: Determines the quality or radius of the oil painting effect. Higher values involve a larger sampling radius, leading to more pronounced smoothing and larger "strokes."
- Three, Six, Nine, Twelve: The higher the number, the larger the kernel/sampling size and higher quality the effect.
- Power: Controls the intensity of the oil painting effect, influencing the radius of the pixel blending or the "thickness" of the apparent brush strokes.
Monitorโ
This effect simulates the appearance of various types of physical display monitors, such as CRT, LCD, or LED screens, by applying pixel patterns and scanlines.
- Style: Selects the type of monitor display to simulate.
- CRT: Simulates a Cathode Ray Tube display, often with visible circular phosphors or a distinct raster pattern.
- LCD: Simulates a Liquid Crystal Display, typically with a rectangular pixel grid.
- LED: Simulates an LED display, often characterized by distinct, bright pixels.
- OLED: Simulates an Organic Light Emitting Diode display, which can have varied pixel arrangements (e.g., PenTile).
- Retina: Aims to simulate high-density displays, often with a very fine, less obvious pixel structure.
- AMOLED: Simulates an Active Matrix OLED display, often with specific subpixel layouts.
- DS: Attempts to mimic the look of older handheld console screens (like a Nintendo DS).
- Hacky: Fast, quick, but maybe not as pretty.
- Opacity: Controls the overall visibility of the monitor simulation effect.
- Scale: Adjusts the size of the simulated pixels or scanlines. Higher values create a coarser, more magnified pixel grid.
- Shift: Introduces an offset to alternating rows or columns of the simulated pixel grid, which can mimic certain subpixel arrangements or create a slight moirรฉ-like effect.
- Angle: Rotates the entire monitor pattern (scanlines, pixel grid).
- Luma: Controls how the luminance (brightness) of the original screen image influences the simulated monitor display. For example, brighter areas might have more prominent "lit" pixels.
- Border: Adjusts the thickness or prominence of the borders between simulated pixels or along scanlines.
1is a thin border,0is a thick/filled border.
Neonโ
This effect darkens the screen and creates a glowing neon outline around the edges and brighter areas of the screen content.
- Opacity: Controls the overall visibility of the neon effect.
- Width: Adjusts the thickness of the primary neon glow.
- Tolerance: Sets the sensitivity for edge detection. Lower values detect more subtle edges, resulting in more extensive outlines. Higher values require stronger edges.
- Hue: Shifts the hue of the generated neon glow, allowing for different colour tints.
Pop Artโ
This effect transforms the screen into a pop art style, which repeats the screen in a grid-like pattern and applies a limited colour palette.
- Style: Determines the layout or method of colour application.
- Two By Two: Divides the screen into a 2x2 grid, with each quadrant receiving a different colour treatment based on the selected palette.
- Scaled: Applies a colour remapping across the screen, creating larger, more organic areas of flat colour.
- Opacity: Controls the overall visibility of the pop art effect.
- Scale: (For
ScaledStyle) Adjusts the scale or size of the colour fields or patterns. - Threshold: Influences the cutoff points for how the original screen's luminance or colours are mapped to the pop art palette.
- Posterization: Reduces the number of distinct colour tones in the source image before applying the pop art palette, simplifying the colours and enhancing the flat, graphic look. Lower values (e.g.,
2) mean fewer colours. - Colour One, Colour Two, Colour Three, Colour Four: Defines a palette of up to four colours that the screen will be remapped to, creating the characteristic bold, limited-colour appearance of pop art.
Unicodeโ
This effect renders the screen using a grid of Unicode characters, where the choice of character is determined by the luminance or randomness.
- Style: Determines how the Unicode characters are selected.
- Luma: Character selection is based on the luminance (brightness) of the corresponding screen area.
- Random: Characters are chosen randomly for each grid cell, influenced by
Seed.
- Scale: Adjusts the size of the grid cells, which in turn determines the size and density of the Unicode characters. Higher values create a finer grid with smaller characters.
- Seed: (Active if
Styleis Random) A random seed value that alters the character selection pattern. - Quality: Determines the character set or rendering method used.
- Zoomies: A faster method, using a more limited and less detailed character set.
- Dazzling: A slower method, using a more extensive and visually complex character set.
Halftoneโ
This effect simulates a traditional halftone printing process, representing tones and shades using dots of varying sizes/densities.
- Opacity: Controls the overall visibility of the halftone effect.
- Dots: Adjusts the number of dots per unit area, effectively controlling the resolution or fineness of the halftone pattern. Higher values mean more, smaller dots.
- Weight: Influences the size of the individual halftone dots relative to the luminance of the area they represent.
- Colour: Determines how the halftone dots are coloured.
0: Dots are typically black on a white background (or vice-versa, depending on luminance).1: Dots take on the colour of the original screen pixel.
- Shift: Introduces a slight offset to alternating rows or columns of the halftone dot grid, creating a more traditional, slightly offset dot pattern.
Halftone Circlesโ
This effect creates a halftone pattern using concentric circles instead of simple dots. The thickness and presence of the circles vary with screen luminance.
- Opacity: Controls the overall visibility of the halftone circles effect.
- Scale: Adjusts the overall size and density of the circular halftone pattern.
- Width Upper: Controls the thickness of the circles in brighter areas of the image.
- Width Lower: Controls the thickness of the circles in darker areas of the image.
- Threshold: Sets the luminance point that determines the transition between the
Width UpperandWidth Lowercharacteristics. - Apply: Determines how the halftone circle colours blend with the screen.
0(Multiply): Circle colours are multiplied with the screen.1(Overlay): Circle colours overlay the screen.
- Colour One: The primary colour for the halftone circles.
- Colour Two: The secondary colour, often used for the background or to blend with
Colour Onewithin the circles.
Halftone Spiralโ
This effect creates a halftone pattern using a continuous spiral line whose thickness varies with screen luminance.
- Opacity: Controls the overall visibility of the halftone spiral effect.
- Scale: Adjusts the tightness or frequency of the spiral.
- Width Upper: Controls the thickness of the spiral line in brighter areas of the image.
- Width Lower: Controls the thickness of the spiral line in darker areas of the image.
- Threshold: Sets the luminance point that determines the transition between the
Width UpperandWidth Lowercharacteristics for the spiral line. - Apply: Determines how the halftone spiral colours blend with the screen.
0(Multiply): Spiral colours are multiplied with the screen.1(Overlay): Spiral colours overlay the screen.
- Colour One: The primary colour for the halftone spiral.
- Colour Two: The secondary colour, often used for the background or to blend with
Colour Onewithin the spiral.
Halftone RGBโ
This effect simulates a colour halftone process by creating separate halftone patterns for the Red, Green, and Blue colour channels, with slight offsets (jitter) to mimic traditional colour printing.
- Style: Toggles the effect on or off.
- Disabled: No effect.
- Enabled: RGB halftone effect is active.
- Size: Adjusts the size of the dots in the individual RGB halftone patterns.
- Jitter: Introduces a slight random offset to the dot patterns for each colour channel, creating the characteristic misregistration look of some colour halftone prints.