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DocumentationReferenceLayers→Effects


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.
Pixelate
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).
Antialias
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
Contrast
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
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
Invert simply inverts the Red, Green and Blue colors. (1,0.4,0.8,1) turns into (0,0.6,0.2,1).
Swizzle
Swizzle allows you to switch the color components around,.
R/G/B/A - The component you want that component to be replace with.
Threshold
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
Absolute makes all negative values positive (-5.4 becomes 5.4).
Add
Adds an amount to all channels.
Add - The amount to add.
Clamp
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.
Divide
Divides all channels by an amount.
Divide - The amount to divide by.
Dot
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.
Frac
Returns the fractional portion of a number (1.45 becomes .45).
Split Number - The number to multiply the original number by (Creates splits).
Multiply
Multiplies an amount to all channels.
Multiply - The amount to multiply by.
Power
Raises the channels to a power.
Power - The power to raise to.
Round
Rounds each of the channels.
Sine
Calculates the sine of each channel.
0 - 1 - Choose whether it should return numbers between -1 and 1 (off), or 0 and 1 (on).
Subtract
Subtracts an amount from all the channels.
Subtract - The amount to subtract.
Distance
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
Offset
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.
Scale
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.
Flip
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.
Displace
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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