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Effects allow you to change how a layer looks by bluring it, changing its colors, and a variety of other things.
Blur Effects
Simple Blur
Simple Blur works by accessing higher mip-maps. Higher mip-maps are smaller in size, and when scaled up create a blur. This effect is extremely fast, however it is limited and won't look as good as the Complex Blur.
Blur - The mip-map level (Higher is blurrier).

Note: Only works on Cubemaps and Textures.
Complex Blur
Complex Blur works how most other blur types work, by sampling around a point and averaging the values. This one is a lot slower since it acts as if it duplicates the layer multiple times.
Separate - Separate the two blur axis or not.
Blur X/Y - The width/height of the blur.
Fast - Fast blur or not. Fast blur only samples points at 90 degree angles, while Slow blur samples diagonal angles too.
Quality - The quality of the blur/the number of samples.

Note: Is slower than Simple Blur, so try and keep as many other effects as possible underneath it.
Note: Mix with a simple blur to achieve larger blurs with less samples.
The Pixelate effect increases the size of each pixel so that they overlap.
Separate - Separate the two blur axis or not.
Blur X/Y/Z - The width/height/depth of the pixelate (Larger is more pixelation).
Antialiasing is the attempt to correct aliasing. Aliasing is when parts of an object appears jagged. This effect is a modified blur shader which is able to correct aliasing based on distance to the object along with other factors.
Quality - The quality of the anti-aliasing/the number of samples-ish.
Color Effects
The contrast effect increases contrast, by moving colors away from middle gray.
Contrast - The amount of contrast. 0 is gray, 1 has no effect, and higher increases contrast.
Desaturate converts a color image to greyscale. It does this with weighted values for the colors (Red: 30%,Green: 59%,Blue: 11%), which is more pleasing to the eye. If you want the standard (r+g+b)/3, just apply a Maths/Dot effect (See below).
Hue Shift
Hue shifting allows you to alter the Hue, Saturation and Value.
Hue - The hue is the color, disregarding brightness and darkness.
Saturation - Saturation is the amount of color, less becomes white while more is more colorful.
Value - Value is the darkness of the color.
Invert simply inverts the Red, Green and Blue colors. (1,0.4,0.8,1) turns into (0,0.6,0.2,1).
Swizzle allows you to switch the color components around,.
R/G/B/A - The component you want that component to be replace with.
Threshold is an affect that makes any value under a the threshold black.
Threshold - The brightness threshold for the effect.
Conversion Effects
Normal Map
Convert a height map (or any image) to a normal map.
Size - The distance between the height samples.
Height - The maximum height of the normal map.
Channel - The channel from which the greyscale heightmap is from (Red,Green,Blue or Alpha).
Unpack Normal Map
Converts a Unity texture that's marked as a normal map into a usable texture.
Descale Normal Map
Converts a usable normal map (The dark blue ones), into one that looks nicer.
Rescale Normal Map
Converts a normal map that has light blue color into one that's usable.
Math Effects
Absolute makes all negative values positive (-5.4 becomes 5.4).
Adds an amount to all channels.
Add - The amount to add.
Clamps the channels between a minimum and a maximum value.
Min - The minimum amount, Lower values will be changed to this.
Max - The maximum amount, Higher values will be changed to this.
Divides all channels by an amount.
Divide - The amount to divide by.
Dots the channels with these values. With a being the layers color, and b being the values, the dot product is a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w.
R/G/B/A - The values to dot.
Returns the fractional portion of a number (1.45 becomes .45).
Split Number - The number to multiply the original number by (Creates splits).
Multiplies an amount to all channels.
Multiply - The amount to multiply by.
Raises the channels to a power.
Power - The power to raise to.
Rounds each of the channels.
Calculates the sine of each channel.
0 - 1 - Choose whether it should return numbers between -1 and 1 (off), or 0 and 1 (on).
Subtracts an amount from all the channels.
Subtract - The amount to subtract.
Note: This example uses a different base image, hover to see it
Calculates the distance between the XYZ and the pixels RGB.
1D/2D/3D/4D - Which axis should it take into account.
X/Y/Z - The position to calculate distance from.
Mapping Effects
Offsets the mapping value, allowing scrolling textures for water and the like.
Size - The distance between the height samples.
X/Y/Z - The offset amount.
Alters the mappings scale, for stretching textures or creating warping effects.
Separate - Whether or not to scale uniformly or not.
X/Y/Z - The offset amount.
Flips the layer in different directions.
X/Y/Z - Which axis to flip.
Simple Rotate
Rotates the layer by a few set degrees. Fast, but limited.
0/90/180/270 - The amount to rotate around the Z axis.
Displaces (adds to) the current mapping coordinates based on an RGBA mask.
Displace Mask - The RGBA mask to use for displacement.
Displace Amount - The amount to displace (multiplies with the mask)
Displace Middle - The origin point of displacement values in the mask. For example a mask's value might go from 0-1 (meaning it would only distort in one direction), but you might want it to distort in both. By setting the middle to 0.5 it will distort both ways.
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