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Effects

Post-processing effects for enhancing your visuals. Apply these to rendered output for professional polish.


Blend Add

Transform

Add two textures together. Use for bloom compositing or glow.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Original scene or background texture
addRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Texture to add on top (e.g., bloom glow)
intensityNumber1.00How much of the add layer to include

Outputs:

NameTypeDescription
colorRGBA ColorBase + add combined

Related: Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply, Blend Overlay


Blend Difference

Transform

Inversion blend. Shows difference between layers - identical areas become black.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Exclusion, Blend Hard Light, Blend Multiply, Blend Overlay


Blend Exclusion

Transform

Soft inversion blend. Like Difference but with less contrast.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Hard Light, Blend Multiply, Blend Overlay


Blend Hard Light

Transform

Strong lighting blend. Like shining a harsh light on the base.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Multiply, Blend Overlay


Blend Multiply

Transform

Darkening blend. Multiplies colors - useful for shadows and tinting.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Overlay


Blend Overlay

Transform

Contrast blend. Multiplies darks, screens lights - increases contrast.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Blend Screen

Transform

Lightening blend. Like projecting two slides - useful for glow and highlights.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Blend Soft Light

Transform

Gentle lighting blend. Subtle dodge/burn effect based on blend color.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
baseRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Background layer
blendRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Foreground layer to blend on top
opacityNumber1.00Blend layer opacity — 0 = invisible, 1 = full effect

Outputs:

NameTypeDescription
colorRGBA ColorComposited result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Bloom

Output

HDR bloom/glow effect. Extracts bright areas and blurs them for a glowing look.

Inputs:

NameTypeDefaultDescription
texture (required)Visual Output-Source texture to apply bloom to
thresholdAudioStream / Boolean / RGB Color / RGBA Color / Option / Number / 2D Vector / 3D Vector / Float3x3 / 4D Vector / Transform Matrix / InstanceBuffer / Geometry / ParticleBuffer / String / Visual Output / UUID / VertexDisplacement0.80Brightness cutoff — pixels below this value don’t bloom
radius-pass-1AudioStream / Boolean / RGB Color / RGBA Color / Option / Number / 2D Vector / 3D Vector / Float3x3 / 4D Vector / Transform Matrix / InstanceBuffer / Geometry / ParticleBuffer / String / Visual Output / UUID / VertexDisplacement3.00Blur radius for the first blur pass (coarse glow)
radius-pass-2AudioStream / Boolean / RGB Color / RGBA Color / Option / Number / 2D Vector / 3D Vector / Float3x3 / 4D Vector / Transform Matrix / InstanceBuffer / Geometry / ParticleBuffer / String / Visual Output / UUID / VertexDisplacement5.00Blur radius for the second blur pass (fine glow)

Outputs:

NameType
Resultpolymorphic

Bloom

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Brightness

Transform

Scale color intensity. Values > 1 brighten, < 1 darken.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D VectorwhiteInput color or texture to adjust
brightnessNumber1.00Multiplier — 1 = unchanged, 2 = twice as bright, 0.5 = half

Outputs:

NameTypeDescription
resultpolymorphicBrightness-adjusted color

Brightness

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Chromatic Aberration

Transform

RGB channel separation. Creates broken lens or VHS aesthetic.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source texture to distort
intensityNumber0.01Separation amount — small values (0.005–0.02) look best

Outputs:

NameTypeDescription
resultRGBA ColorRGB-separated result

Chromatic Aberration

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Contrast

Transform

Adjust color contrast. Values > 1 increase, < 1 decrease.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D VectorwhiteInput color or texture to adjust
contrastNumber1.00Multiplier — 1 = unchanged, > 1 = punchier, < 1 = flatter

Outputs:

NameTypeDescription
resultpolymorphicContrast-adjusted color

Contrast

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Dither

Transform

Bayer matrix ordered dithering. Works with textures or colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputwhiteInput color or texture to dither
levelsNumber4.00Color quantization levels — fewer = more visible dithering
scaleNumber1.00Dither pattern pixel size — larger = chunkier pattern

Outputs:

NameTypeDescription
resultRGBA ColorDithered color with retro quantization

Dither

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Edge Detect

Transform

Sobel edge detection. Outputs edge strength for Tron/wireframe effects.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source texture to detect edges in
strengthNumber1.00Edge intensity multiplier
thresholdNumber0.00Minimum edge strength to show — filters out weak edges

Outputs:

NameTypeDescription
resultRGBA ColorGrayscale edge map — white = edge, black = flat area

Edge Detect

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Feedback Texture

Source

Provides the previous frame’s display output. Use for trails, motion blur, feedback effects, and recursive video loops.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

No inputs

Outputs:

NameTypeDescription
previousVisual OutputLast frame’s display output — one frame behind

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Fit

Transform

Aspect-ratio-aware display. Fill (crop to cover), Fit (letterbox), or Stretch.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
sourceRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputblackSource texture or color to fit
modeOptionFill (options: Fit, Fill, Stretch)Fill = crop to cover, Fit = letterbox, Stretch = raw
sourceDimensions2D Vector1Auto-detected source dimensions

Outputs:

NameTypeDescription
resultpolymorphicAspect-corrected result

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


FXAA

Transform

Fast anti-aliasing. Smooths jagged edges in the final image.

Inputs:

NameTypeDefaultDescription
texture (required)Visual Output-Rendered scene to anti-alias

Outputs:

NameTypeDescription
colorResultVisual OutputSmoothed result with reduced aliasing

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Gaussian Blur

Transform

9-tap blur in one direction. Chain H + V passes for full 2D blur.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source texture or color to blur
direction2D Vector(1.00, 0.00)Blur axis — (1,0) for horizontal, (0,1) for vertical
radiusNumber3.00Blur spread in pixels — larger = softer

Outputs:

NameTypeDescription
colorRGBA ColorBlurred result along the specified direction

Gaussian Blur

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Grain

Transform

Film grain overlay. Adds hash-based noise for analog texture. Connect Time to seed for flickering grain.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source image to add grain to
intensityNumber0.15Grain strength — 0 = none, 1 = very heavy
sizeNumber1.00Grain particle size — higher = coarser grain
seedNumber0.00Random seed — connect Time for animated flickering

Outputs:

NameTypeDescription
resultRGBA ColorInput image with grain overlay

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Grayscale

Transform

Convert color to grayscale using luminance weights.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D VectorwhiteColor or texture to desaturate

Outputs:

NameTypeDescription
resultpolymorphicGrayscale result using perceptual luminance weights

Grayscale

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Pixelate

Transform

Retro pixelation effect. Resolution controls grid size (e.g., 32 = 32 pixels across).

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source texture or color to pixelate
resolution2D Vector(64.00, 64.00)Pixel grid size — lower = blockier (e.g., 16 = very chunky)

Outputs:

NameTypeDescription
colorRGBA ColorPixelated result snapped to grid

Pixelate

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Resolution

Transform

Rescale texture to different resolution. Use for performance (downscale) or quality (upscale with Lanczos).

Inputs:

NameTypeDefaultDescription
texture (required)Visual Output-Source texture to rescale
scaleNumber1.00Resolution multiplier — 0.5 = half size, 2.0 = double size
filterOptionBilinear (options: Bilinear, Lanczos)Sampling filter — Lanczos is sharper for upscaling

Outputs:

NameTypeDescription
colorResultVisual OutputRescaled texture at the new resolution

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Saturation

Transform

Adjust color saturation. 0 = grayscale, 1 = original, > 1 = vivid.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D VectorwhiteInput color or texture to adjust
saturationNumber1.000 = fully gray, 1 = original color, > 1 = oversaturated

Outputs:

NameTypeDescription
resultpolymorphicSaturation-adjusted color

Saturation

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Shift

Transform

Translate texture by 2D offset. Wraps, clamps, mirrors, or blacks out edges.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
input1RGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputblackTexture or color to translate
offset2D Vector(0.00, 0.00)Translation in UV space — (0.5, 0) shifts half the screen right
modeOptionWrap (options: Wrap, Clamp, Mirror, Black)Edge behavior — Wrap tiles, Clamp stretches, Mirror reflects

Outputs:

NameTypeDescription
resultpolymorphicShifted result

Shift

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Threshold

Transform

Extract bright areas above threshold. Essential for bloom extraction.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
textureRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual Output-Source image or color to threshold
thresholdNumber0.50Brightness cutoff (0–1) — pixels below this go black
softnessNumber0.20Transition width — 0 = hard cutoff, higher = gradual fade

Outputs:

NameTypeDescription
colorRGBA ColorBright areas only — dark areas become transparent black

Threshold

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Vignette

Transform

Blend frame edges toward a color. Works with textures or colors.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
colorRGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputwhiteInput color or texture
intensityNumber0.50How far the darkening extends from the edges
smoothnessNumber0.50Transition softness — 0 = hard edge, 1 = gradual fade
tintRGB Color / RGBA Color / 3D Vector / 4D VectorRGB(0.00, 0.00, 0.00)Edge tint color — black for classic vignette

Outputs:

NameTypeDescription
resultRGBA ColorVignetted result with darkened edges

Vignette

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


Zoom

Transform

Scale UV around pivot. >1 zooms in, <1 zooms out.

This is a surface shader node - it can be connected to rendering nodes.

Inputs:

NameTypeDefaultDescription
input1RGB Color / RGBA Color / 3D Vector / 4D Vector / Visual OutputblackTexture or color to zoom
scaleNumber1.00Zoom factor — > 1 zooms in (crops), < 1 zooms out (shrinks)
pivot2D Vector(0.50, 0.50)Center point of the zoom in UV space
modeOptionClamp (options: Wrap, Clamp, Mirror, Black)Edge behavior when zoomed out — Clamp, Wrap, or Mirror

Outputs:

NameTypeDescription
resultpolymorphicZoomed result

Zoom

Related: Blend Add, Blend Difference, Blend Exclusion, Blend Hard Light, Blend Multiply


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