The Post Processing Panel allows you edit all the settings for all screen effects to ensure the last result that appears on screen looks as awesome as possible!
Bloom |
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Blur Formula | The method to be used for bloom blurring:
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Blur Size | Size of the Blur, be aware that a larger Blur size can reduce performance. |
Bloom Strength | Strength of the Bloom Effect between 0 and 1.0. For physically accurate results, a low bloom strength of around 0.2 is ideal. |
Bloom Threshold | The minimum brightness threshold for a surface before it is affected by the Bloom effect. For physically accurate results, use a value close to 1.0 |
Fade Threshold | Sets the percentage value to which the threshold can be overridden. This creates more gradual falloff effect for the bloom effect, giving a more realistic result. |
Chromatic Aberration |
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Focal Point X | Set the X location of the focal point on the screen normalized between 0.0 (left), 1.0 (right), 0.5 (center) |
Focal Point Y | Set the Y location of the focal point on the screen normalized between 0.0 (bottom), 1.0 (top), 0.5 (center) |
Depth | Set the Z location of the focal point in the scene normalized between 0.0 (closest) and 1.0 (farthest). In simple terms this is the distance after which the effect will occur. |
Maximum Depth | Set the maximum depth into the scene used for chromatic aberration calculations (this is the corresponding Depth value of 1.0). Be aware that the greater the value the less accurate the Z focal point location. |
Red Offset | Set the offset of red fragment values. The direction of the offset is defined by the angle between the fragment and the focal point. |
Green Offset | Set the offset of green fragment values. The direction of the offset is defined by the angle between the fragment and the focal point. |
Blue Offset | Set the offset of blue fragment values. The direction of the offset is defined by the angle between the fragment and the focal point. |
Color Grading | |
LUT | Select the LookUp table to be used for color grading the scene. |
Strength | Set the blend factor between the rendered frame and the color graded frame. |
Brightness | Set a brightness modifier to increase or decrease the scene brightness. A value of 1 is the rendered scene brightness. |
Depth of Field |
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Method | Select the Depth of Field method to use: |
Focal Point X | Set the X location of the focal point on the screen normalized between 0.0 (left), 1.0 (right), 0.5 (center) |
Focal Point Y | Set the Y location of the focal point on the screen normalized between 0.0 (bottom), 1.0 (top), 0.5 (center) |
Near Depth | Planar Method: Set the minimum depth in which objects will be in focus. Any object placed closer than this depth will be out of focus. |
Far Depth | Polar Method: Set the Z location of the focal point in the scene normalized between 0.0 (closest) and 1.0 (farthest). In simple terms this is the distance after which the effect will occur. Planar Method: Set the maximum depth in which objects will be in focus. Any object beyond this depth will be out of focus. |
Maximum Depth | Set the maximum depth into the scene used for depth of field calculations (this is the corresponding Depth value of 1.0). Be aware that the greater the value the less accurate the Z focal point location. |
Radius | Set the radius of the focal point in the XY plane |
Semi-Major Axis | Set the Semi-Major Axis of the ellipse focal point in the YZ plane |
Transition Length | Set the distance over which the blur gradually fades into the focal point instead of clipping between blurred and un-blurred, however if you do want to have this clipping effect then simply set this value to 0.0 |
Blur Strength | Set the strength of the blur |
Show Focal Region | Turns on a visual overlay in the viewport to clearly show where the depth of field effect is taking place. |
FXAA |
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Threshold | The minimum contrast threshold for the FXAA shader to detect an edge. The lower the value the easier it is for the shader to find edges however can result in a more blurry end result. |
Multiple Reduction | Sets the multiple reduction factor |
Minimum Reduction | Set the minimum reduction factor |
Max Span | Set the maximum spanning factor |
Show Edges | Visualizes the edges where FXAA is taking place. This feature becomes useful when finding the sweet spot value for FXAA |
Grayscale | |
Intensity | The Strength of the grayscale. A high intensity will make the scene appear brighter. A value of around 1.0 should be used for physically accurate results. |
Screen-Space Ambient Occlusion |
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Strength | Strength of SSAO |
Kernel Size | Sets the Kernel Size of the AO calculation. The greater the size, the more accurate the effect however this comes at the cost of performance. Generally, a value between 32 and 64 is reasonable. |
Blur Radius | The radius of the SSAO blur |
Bias | Clipping bias for the SSAO |
Sharpen |
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Intensity | Set the Intensity of the sharpen effect |
Tone-mapping |
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Method | Sets the formula for tone mapping.
Reinhard is a cheap method of applying a tonemapping effect however offers little control. John Hable is a popular method that was used in titles such as Unchartered and The Order: 1886. Provides greater flexibility that Reinhard at the cost of performance. ACES employ the Academy Color Encoding System, the industry standard in VFX. Provides the best results if seeking realistic results. |
White Linear | Strength of the white Linear |
Shoulder Strength | Strength of the shoulder curve |
Linear Strength | Strength of the central portion of the curve |
Linear Angle | Angle of the central portion of the curve |
Toe Strength | Strength of the toe curve |
Toe Numerator | Set the Numerator of the toe angle |
Toe Denominator | Set the Denominator of the toe angle |
Tone A | Sets the Tone A level of influence |
Tone B | Sets the Tone B level of influence |
Tone C | Sets the Tone C level of influence |
Tone D | Sets the Tone D level of influence |
Tone E | Sets the Tone E level of influence |
Vignette | |
Inner Radius | The Inner radius of the vignette which allows for a smooth transition between the outer radius and the scene |
Outer Radius | The Outer radius of the vignette. The outer value must always be greater than the inner value |
Intensity | The strength of the vignette effect |