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Chromatic Aberration

The effect descriptions on this page refer to the default effects found within the post-processing stack.

In photography, chromatic aberration is an effect resulting from a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
’s lens failing to converge all colors to the same point. It appears as “fringes” of color along boundaries that separate dark and bright parts of the image.

The Chromatic Aberration effect is used to replicate this camera defect, it is also often used to artistic effect such as part of camera impact or intoxication effects. This implementation provides support for red/blue and green/purple fringing as well as user defined color fringing via an input texture.

Scene with Chromatic Aberration
Scene with Chromatic Aberration
Scene without Chromatic Aberration
Scene without Chromatic Aberration
UI for Chromatic Aberration
UI for Chromatic Aberration

Properties

Property: Function:
Intensity Strength of chromatic aberrations.
Spectral Texture Texture used for custom fringing color (will use default when empty)

Optimisation

  • Reduce Intensity

Details

Performances depend on the Intensity value (the higher it is, the slower the render will be as it will need more samples to render smooth chromatic aberrations).

Chromatic Aberration uses a Spectral Texture input for custom fringing. Four example spectral textures are provided with the Post-processing stack:

  • Red/Blue (Default)

  • Blue/Red

  • Green/Purple

  • Purple/Green

You can create custom spectral textures in any image editing software. Spectral Texture resolution is not constrained but it is recommended that they are as small as possible (such as the 3x1 textures provided).

You can achieve a less smooth effect by manually setting the Filter Mode of the input texture to Point (no filter).

Scene using the same Chromatic Aberration as above, but with Filter Mode set to Point
Scene using the same Chromatic Aberration as above, but with Filter Mode set to Point

Requirements

  • ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
    See in Glossary
    model 3

See the Graphics Hardware Capabilities and Emulation page for further details and a list of compliant hardware.


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