Documentation→ReferenceLayers→Effects





Effects allow you to change how a layer looks by bluring it, changing its colors, and a variety of other things.

Blur Effects

Poisson(Disc) Blur
Blurs by sampling in a disc around a point. This one can be rather expensive since it acts as if it duplicates the layer multiple times, however has multiple ways to optimize it.
Separate - Separate the two blur axis or not.
Blur X/Y - The width/height of the blur.
Quality - The quality of the blur/the number of samples.
Reduce Banding - Reduce the number of samples needed by applying noise to the sampling co-ordinates.
Animate Noise - Animate the noise.
Weighting - Use weighting?
Factor - Change how much distant samples affect the final output - smaller the less, larger the more.
Weighting Inverse - Inverts how it calculates the weighting.
Tip: Is slower than Simple Blur, so try and keep as many other effects as possible after it.
Tip: Mix with a simple blur to achieve larger blurs with less samples.
Simple Blur
Blurs by using higher mip-maps. Higher mip-maps are smaller in resolution, 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.
Pixelate
...pixelates the layer.
Separate - Separate the two blur axis or not.
Blur X/Y/Z - the size of each pixel.
Fractal Detail
Duplicates and scales the layer to add detail.
Count - The number of copies.
Scale - How much the layer is scaled each copy.
Weighting - How much the layer's influence decreases each copy.
Antialias
This effect attempts to correct aliasing artifacts such as sharp, flickering edges.
Quality - The quality of the anti-aliasing/the number of samples.
Useless Blur
Useless Blur tried to work how most other blur types work, by sampling around a point and averaging the values, however being a bad programmer I thoroughly stuffed it up. This one can be very expensive since it acts as if it duplicates the layer multiple times, and in a really stupid way.
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-ish * too much.
Tip: Is slower than Simple Blur, so try and keep as many other effects as possible after it.
Tip: Mix with a simple blur to achieve larger blurs with less samples.

Color Effects

Split
Splits the color components into seperate positions.
Advanced - Allows access to individual color offsets.
Factor - How much the colors are offset.
R/G/B/A Vector - The individual color offsets.
Tint
Tints the layer.
Color - The color to tint.
Contrast
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
Allows you to alter the Hue, Saturation and Value.
Hue - The hue is the color, disregarding brightness and saturation.
Saturation - Saturation is the "colorfulness", with 0 being greyscale.
Value - Value is the darkness of the color.
Invert
Inverts the color.
Swizzle
Swizzle allows you to switch the color components around.
R/G/B/A - The component you want that component to be replaced with.
Threshold
Threshold makes any value under the threshold black.
Threshold - The brightness threshold.
Conversion Effects

Height to Normals
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 Normals
Converts a Unity texture that's marked as a normal map into a usable texture.
Squish Normal Map
Converts a usable normal map (The dark blue ones), into one that looks nicer.
Stretch 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).
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 layer's 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.
Split Number - The number to multiply the original number by (Creates splits).
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
Calculates the distance from the layer's color to the one specified.
1D/2D/3D/4D - How many axis it should take into account.
X/Y/Z - The position to calculate distance from.
Mask Multiply
Multiplies the layer by an RGBA mask's value.
Values - The mask to multiply.
Stretch
Stretches values from one range to another.
From: Start/End - The original range.
To: Start/End - The converted range.
Normalize
Normalizes (makes the length equal to 1) the vector defined by the layer's color.
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.
Set
Sets the mapping coordinates to an RGBA mask.
Displace Mask - The RGBA mask to use for displacement.
Scale - The scale of the mask (multiplies on).
Geometry Effects (more coming soon!)

Distance To Line
Calculates the distance from the layer's color to the line specified.
1D/2D/3D/4D - How many axis it should take into account.
Line Start/End - The start and end of the line.