Skip to content

Built-in Effects, Blending, and Masks ​

Since 2.2.0
VignetteRGB Shift
VignetteRGB shift
PixelateGaussian Blur
PixelateGaussian blur

These captures use the real built-in graphs at full weight. Timeline and Java can fade or parameterize the same effects.

Photon ships Core Shader passes that can be selected directly by a Render Graph Pass. They are building blocks: a finished effect may connect several of them.

Built-in Pass Library ​

CategoryPasses
Colorgrayscale, sepia, brightness_contrast, hue_saturation, tint, posterize
Lens/screenvignette, rgb_shift, pixelate, dot_screen, film, glitch, lens_distortion
Filteringblur_h, blur_v, sharpen, radial_blur
Compositionbright, add_mix, dof_composite
Edges/masksoutline, show_mask, mask_outline

The Pass node inspects each Core Shader JSON: samplers become texture ports and float/vector uniforms become configurable value ports. Check the node Inspector for the exact parameters of the selected pass.

Merging Requests ​

Ordinary requests for the same effect path are merged and executed once. The stack combines weight as 1 - Π(1 - wᵢ) and resolves parameter overrides by the request model. Use an Independent Timeline clip when two instances must retain different parameters or mask groups; it costs another full-screen execution.

Effects are sorted by priority around built-in Bloom (0). Use a negative priority when the effect should feed Bloom—for example, an emissive brightening pass. Use a positive priority for presentation effects that should process the already-bloomed image.

Custom Mask and Depth ​

  1. On a Particle/Trail/Beam/AraTrail renderer, enable Write Custom Mask.
  2. Select an 8-bit Mask Group and optional Alpha Cutoff.
  3. In a Render Graph, read Custom Mask and optionally Custom Depth.
  4. Match the group with round(mask.r * 255) or enable a Post Process Clip mask filter.

Custom Mask is allocated and populated only when something needs it. Mask group 0 is background; marked groups occupy 1..255. Custom Depth lets an effect distinguish a marked FX visible in front of geometry from one hidden behind it.

mask_outline is the ready-made per-group outline. show_mask is a debug view that colors group ids. Outline pixels extend outside the source mask, so Photon handles their final blend differently from a simple inside-mask color effect.

WARNING

An ordinary full-screen outline based only on Scene Depth finds every scene edge. A Custom Mask outline targets selected Photon renderers. Choose based on the intended subject; they are not interchangeable.

Quality and Cost ​

Each independent full-resolution pass reads and writes millions of pixels. Combine requests, use reduced resolution for wide blur, keep mask writes off unless used, and avoid running a complex effect at weight 0. Visual quality should be checked at the supported window sizes because pixel radii depend on target resolution.

Released under the MIT License.