Vertex Reconstruction ๐
Vertex Reconstruction effects rebuild the 3D scene from just the screen and overlays/interacts with that 3D world. These effects require a Depth Light to work.
Atmosphereโ
This effect procedurally generates a skybox-like atmosphere, complete with a horizon, celestial bodies (sun/moon), stars, auroras, and optional fog or clouds. It replaces parts of the screen that are further away than the Depth threshold.
- Opacity: Controls the overall visibility of the generated atmosphere.
- Depth: The depth threshold beyond which the atmosphere will be rendered, effectively replacing the original scene.
- Activity Start, Activity End: Defines a depth range (closer to
Activity Start, further toActivity End) within which dynamic atmospheric elements like stars and auroras are most active or visible.
Sky & Horizonโ
- Sky Colour: The primary colour of the upper sky.
- Horizon Colour: The colour of the sky near the horizon line.
- Horizon Placement: Adjusts the vertical position of the horizon line. Higher values push the horizon further down.
Celestial Body (Sun/Moon)โ
- Celestial Style: Toggles the celestial body on or off.
- Disabled: No sun or moon.
- Enabled: Renders a celestial body.
- Celestial Shape: Determines the appearance of the celestial body.
- Sun: A bright, sun-like disc.
- Moon: A crescent moon shape.
- Celestial Size: Controls the apparent size of the sun or moon.
- Celestial Colour: The colour of the sun or moon.
- Celestial X, Celestial Y: Adjusts the horizontal (X) and vertical (Y) position of the celestial body in the sky.
Starsโ
- Star Style: Toggles star rendering on or off.
- Disabled: No stars.
- Enabled: Renders stars.
- Star Scale: Controls the density or number of stars.
- Star Amount: Adjusts the brightness or prominence of the stars.
- Star Speed: Controls the twinkling or apparent movement speed of the stars.
- Star Start, Star End: Defines a range within the
Activitydepth where stars are most visible. - Star Colour: The colour of the stars.
Auroraโ
- Aurora Style: Toggles aurora rendering on or off.
- Disabled: No aurora.
- Enabled: Renders an aurora effect.
- Aurora Speed: Controls the animation speed of the aurora's shimmer and movement.
- Aurora Glow: Adjusts the brightness and spread of the aurora.
- Aurora Start: The depth at which the aurora begins to become visible.
- Aurora Fade Start, Aurora Fade End: Defines a depth range over which the aurora fades in and out.
- Colour One, Colour Two: The two primary colours that blend to create the aurora.
Shooting Stars & Planetsโ
- Shooting Stars Style: Toggles shooting star rendering on or off.
- Shooting Stars Colour: The colour of the shooting stars.
- Shooting Star Speed Low, Shooting Star Speed High: Defines the range for the speed of shooting stars.
- Planet Style: Toggles procedural planet rendering on or off.
- Planet Size Low, Planet Size High: Defines the range for the size of the procedurally generated planets.
Fog & Cloudsโ
- Fog Opacity: Controls the density of a simple, depth-based fog layer within the atmosphere.
- Fog Colour: The colour of the fog.
- Cloud Opacity: Controls the visibility of a simple procedural cloud layer.
- Cloud Placement: Adjusts the apparent altitude or density of the clouds.
- Cloud Colour: The colour of the clouds.
Overall Tintโ
- Rainbow Opacity: If greater than
0, applies a rainbow tint to the entire atmosphere. - Rainbow Saturation: Controls the saturation of the rainbow tint.
Glitterโ
This effect scatters sparkling glitter particles across the surfaces of meshes within the scene, reacting to their orientation and the camera's view.
- Opacity: Controls the overall visibility of the glitter particles.
- Scale: Adjusts the density of the glitter. Higher values create more, smaller glitter particles.
- Amount: Influences the brightness or prominence of individual glitter sparkles. It can also act as a threshold; lower values might make glitter appear only on more directly lit or favorably angled surfaces.
- Speed: Controls the animation speed of the glitter's twinkle or shimmer.
- Style: Determines how the glitter particles are oriented or what drives their appearance.
- World Position: Glitter appearance is primarily based on the world-space position of the surface.
- World Normals: Glitter appearance is more influenced by the surface normals (how the surface is angled relative to the view).
- Colour: The base colour of the glitter particles.
- Rainbow: If greater than
0, applies a rainbow tint to the glitter particles. The value can influence the intensity or speed of the rainbow.0uses theColourproperty,1is a full rainbow,2is a faster/different rainbow.
Shatterwaveโ
This effect creates a wave-like pattern of fractured or "shattered" geometry that ripples across surfaces, often based on world normals and animated over time.
- Opacity: Controls the overall visibility of the shatterwave effect.
- Scale: Adjusts the size or frequency of the "shards" or segments in the shatterwave pattern.
- Speed: Controls the animation speed at which the shatterwave propagates or ripples across surfaces.
- Glow: Intensifies the brightness of the shatterwave effect, particularly at the edges of the "shards."
- Distortion: Introduces a distortion or displacement to the shatterwave pattern, making it less uniform.
- Threshold: Acts as a cutoff for the shatterwave's visibility or intensity. Parts of the wave below this threshold might not be rendered.
- Depth Cutoff: The depth beyond which the shatterwave effect will not be visible.
- Colour: The primary colour of the shatterwave effect.
- Rounding: If enabled (greater than
0), applies a stepping function to the shatterwave's appearance, which creates a cleaner/blocky look to the fractures. - Rainbow: If greater than
0, applies a rainbow tint to the shatterwave. - Rainbow Speed: (Active if
Rainbow> 0) Controls the animation speed of the rainbow colour cycling.
ThreeD Lightingโ
This effect simulates a basic form of 3D lighting on surfaces, including diffuse and specular components, based on a configurable light direction and surface normals.
- Opacity: Controls the overall visibility of the 3D lighting effect. When
0, surfaces will likely appear unlit or use their base texture colours. - Brightness: Adjusts the intensity of the diffuse component of the lighting.
- Gloss: Controls the shininess or tightness of the specular highlights. Higher values create smaller, sharper highlights.
- Colour: The colour of the simulated light source.
- Clamp: Sets a maximum brightness limit for the lighting effect, preventing extreme overexposure.
- Direction X, Direction Y, Direction Z: Defines the X, Y, and Z components of the vector representing the direction of the simulated light source.
- Depth Cutoff: The depth beyond which the 3D lighting effect will not be visible.
Wireframeโ
This effect renders the mesh as a wireframe, outlining its polygons.
- Style: Determines the colouration method for the wireframe lines.
- Disabled: No wireframe is rendered.
- Colour Low Colour High: Wireframe lines are
Colour Highand the faces/background areColour Low. - Rainbow Low Colour High: Wireframe lines are
Colour Highand the faces/background are a rainbow. - Colour Low Rainbow High: Wireframe lines are a rainbow and the faces/background are
Colour Low. - Nothing Low Colour High: Wireframe lines are
Colour Highand the faces/background are transparent (or the original screen). - Nothing Low Rainbow High: Wireframe lines are a rainbow and the faces/background are transparent (or the original screen).
- Opacity: Controls the overall visibility of the wireframe effect.
- Width: Adjusts the thickness of the wireframe lines.
- Tolerance: Influences the sensitivity of edge detection for wireframe generation. Higher values might simplify complex meshes.
- Rounding: If enabled (greater than
0), applies a rounding or stepping function to the wireframe lines, which can create a more pixelated or blocky appearance. - Colour Low: The colour used for the faces of the polygons or the background behind the wireframe.
- Colour High: The primary colour used for the wireframe lines themselves (if not overridden by a rainbow style).
- Rainbow: (Active in rainbow styles) If greater than
0, this value can influence the intensity or speed of the rainbow colours. - Rainbow Speed: (Active in rainbow styles) Controls the animation speed of the rainbow colour cycling.
Wireframe Shatterwaveโ
This effect combines the "Wireframe" and "Shatterwave" effects, rendering a wireframe that dynamically fractures and ripples across surfaces.
- Style: Determines the colouration method for the wireframe lines, similar to the standard
Wireframeeffect. - Opacity: Controls the overall visibility of the wireframe shatterwave.
- Rounding: If enabled (greater than
0), applies a rounding or stepping function to the wireframe lines and shatterwave pattern. - Scale: Adjusts the size or frequency of the "shards" in the shatterwave pattern.
- Speed: Controls the animation speed at which the shatterwave propagates.
- Glow: Intensifies the brightness of the wireframe lines within the shatterwave effect.
- Distortion: Introduces a distortion to the shatterwave pattern.
- Threshold: Acts as a cutoff for the shatterwave's visibility.
- Width: Adjusts the thickness of the wireframe lines.
- Tolerance: Influences edge detection sensitivity for the wireframe.
- Depth Cutoff: The depth beyond which the effect will not be visible.
- Colour Low: The colour for the faces/background.
- Colour High: The primary colour for the wireframe lines.
- Rainbow: (Active in rainbow styles) Influences the rainbow intensity/speed.
- Rainbow Speed: (Active in rainbow styles) Controls rainbow animation speed.
Normalsโ
This effect visualizes the world-space normals of the mesh surfaces by mapping their X, Y, and Z components to the Red, Green, and Blue colour channels respectively.
- Normals Opacity: Controls the visibility of the normal map visualization.
0shows the original screen,1fully replaces the screen with the normal colours.
Tripfulโ
This effect creates a psychedelic, shifting colour pattern based on the world-space normals of the mesh surfaces.
- Style: Determines how the Tripful colours blend with the screen.
- Overlay: Tripful colours are overlaid on the screen.
- Multiply: Tripful colours are multiplied with the screen.
- Opacity: Controls the overall visibility of the Tripful effect.
- Distribution: Adjusts the scale or frequency of the colour patterns generated from the normals.
- Speed: Controls the animation speed of the shifting colours.
- Hue: Modifies the base hue of the generated colour spectrum.
- Saturation: Adjusts the saturation of the colours.
- Value: Controls the brightness or value of the colours.
Hololensโ
This effect simulates the effects created by the Hololens device, creating a grid-like pattern that wraps around surfaces.
- Style: Determines the primary appearance or behaviour of the Hololens effect. The exact differences can be subtle and often relate to how the grid interacts with depth or view angle.
- Center of Object (Smooth), Radial Depth (Smooth), Scanner (Smooth): These styles typically create smoother transitions and interactions with depth or the object's center. "Scanner" might imply a more directional or sweeping appearance.
- Center of Object (Sharp), Radial Depth (Sharp), Scanner (Sharp): These styles likely create sharper, more defined edges or transitions for the holographic grid.
- Everywhere: Applies the effect more uniformly across the visible surfaces without strong depth-based culling from the center/radial perspective.
- Opacity: Controls the overall visibility of the Hololens effect.
- Large Scale: Adjusts the size of the larger grid cells or primary pattern elements.
- Small Scale: Controls the size of finer details or sub-patterns within the Hololens grid.
- Base: Influences the baseline visibility or intensity of the grid.
- Speed: Controls the animation speed of elements within the Hololens pattern (e.g., scrolling textures, pulsing lines).
- View Modifier: Adjusts how the effect's appearance changes based on the viewing angle or distance.
- View Inverse: If enabled (greater than
0), inverts the effect ofView Modifier. - Black Is Alpha: If enabled (greater than
0), black areas in the procedural Hololens pattern will be rendered as transparent. - Colour: The primary tint colour for the Hololens effect.
LIDARโ
This effect simulates the appearance of a LIDAR (Light Detection and Ranging) scan, representing surfaces as a point cloud or a grid of coloured points based on depth or other surface properties.
- Output: Determines what information is visualized by the LIDAR points.
- Colour: Points take on the
Colour High/Colour Lowgradient. - Luma: Points are coloured based on the luminance of the underlying screen.
- Normals: Points are coloured based on the world-space normals of the surface.
- Rainbow: Points are coloured with a shifting rainbow spectrum, speed influenced by
Colour Highalpha. - Screen: Points take on the colour of the original screen pixel they represent.
- Colour: Points take on the
- Opacity: Controls the overall visibility of the LIDAR points.
- Scale: Adjusts the density or size of the LIDAR points. Lower values (slider to the right) create smaller, denser points.
- Offset: A depth offset applied before LIDAR calculations, can push the effect further or closer relative to surfaces.
- Threshold: Acts as a cutoff for point visibility or intensity. Points might only appear if their calculated value (based on depth, luma, etc.) exceeds this threshold.
- Inverse: If enabled (greater than
0), inverts the primary logic for point visibility (e.g., points might appear in closer areas instead of further, or vice-versa). - Average: Influences the blending or averaging of depth/colour values within the LIDAR point grid.
- Minimum, Maximum: Define the range for depth or other values to be mapped to the LIDAR visualization.
- Colour Low: The colour representing the "near" or "low" end of the LIDAR data range.
- Colour High: The colour representing the "far" or "high" end of the LIDAR data range. For
Rainbowoutput, the alpha channel of this colour controls the rainbow speed.
Corruptionโ
This effect distorts the mesh's vertices based on various inputs like screen luminance, world position, surface normals, or procedural noise. The distortion can manifest as glitches, pixelation-like vertex displacement, or general warping.
- Style: Determines the primary input source used to drive the vertex corruption.
- Luma: Vertex displacement is based on the luminance of the corresponding screen pixel.
- Position: Vertex displacement is based on their world-space position.
- Normals: Vertex displacement is based on the surface normals.
- Noise: Vertex displacement is driven by a procedural noise pattern.
- Effect: Selects the type of distortion applied to the vertices.
- Disabled: No specific distortion effect (base style input is used more directly).
- Glitch: Applies a glitch-like, blocky displacement.
- Distortion: Applies a smoother, wave-like warping distortion.
- Pixelation: Displaces vertices to simulate a pixelated or blocky appearance on the mesh itself.
- X, Y: Controls the magnitude of vertex displacement along the X and Y axes (often screen-space or local-space, depending on
Style). - Scale: Adjusts the scale or frequency of the patterns used by the
Effect(e.g., size of glitch blocks, frequency of distortion waves). - Speed: Controls the animation speed of the corruption effect, especially for time-based noise or evolving distortions.
- Threshold: A cutoff value that can influence where or how intensely the corruption effect is applied. Vertices might only be displaced if their driving input value (e.g., luminance) exceeds this threshold.
World Wrapโ
This effect wraps a texture or procedural pattern around the entire world based on the world-space position of surfaces.
- Style: Determines the type of pattern or texture to wrap.
- Grid: A simple 3D grid pattern.
- Noise: A procedural noise pattern (often Simplex or Perlin).
- Rorschach: A symmetrical, mirrored noise pattern, creating Rorschach-like visuals.
- Colour Scheme: Defines how the generated pattern is coloured.
- Colours: Uses a blend between
Colour LowandColour High. - Rainbow: Applies a rainbow spectrum to the pattern, animated by
Speed. - Hopskotch One: Blends the screen colour with
Colour Lowbased on the pattern. - Hopskotch Two: Blends
Colour Highwith the screen colour based on the pattern.
- Colours: Uses a blend between
- Opacity: Controls the overall visibility of the world wrap effect.
- Apply: Determines how the world wrap colours blend with the original screen colours.
0(Multiply): Wrapped pattern colours are multiplied with the screen.1(Overlay): Wrapped pattern colours overlay the screen.
- Scale: Adjusts the global tiling scale of the wrapped pattern. Higher values make the pattern repeat more frequently (appear smaller).
- Speed: (Active for
Noise,Rorschach, andRainbowColour Scheme) Controls the animation speed of the noise evolution or rainbow cycling. - Rotation X, Rotation Y, Rotation Z: Rotates the entire world wrap pattern around the X, Y, and Z world axes.
- Colour Low: The primary colour used for the pattern or the "low" end of a blend.
- Colour High: The secondary colour used for the pattern or the "high" end of a blend.
Spotlightโ
This effect simulates a spotlight originating from the object's center, illuminating surfaces based on their distance and angle to this center point. It's a vertex-based effect and does not cast shadows like a traditional light.
- Opacity: Controls the overall visibility of the spotlight effect. If
0, surfaces will appear unlit by this effect. - Size: Adjusts the radius or spread of the spotlight beam. Higher values create a wider cone of light.
- Sharpness: Controls the falloff of the spotlight's edge.
1creates a very sharp edge, while values closer to0create a softer, more diffused edge. - Apply: Determines how the spotlight's colour blends with the surface's original colour.
0(Multiply): The spotlight colour is multiplied with the surface colour.1(Overlay): The spotlight colour overlays the surface colour.
- Colour Low: The colour of the light at the core or brightest part of the spotlight.
- Colour High: The colour at the outer edge of the spotlight, or the colour of the ambiently lit area outside the main beam.
Tryptaminesโ
This effect generates psychedelic, flowing colour patterns across surfaces based on their world-space normals and animated over time.
- Style: Determines how the tryptamine colours blend with the existing screen/surface colours.
- Overlay: Tryptamine colours are overlaid on the surface.
- Multiply: Tryptamine colours are multiplied with the surface colour.
- Opacity: Controls the overall visibility of the tryptamine effect.
- Scale: Adjusts the scale or frequency of the colour patterns generated from the normals.
- Speed: Controls the animation speed of the shifting and flowing colours.
- Amount: Influences the intensity or "busyness" of the patterns.