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[HDRP]] Documentation and API for custom High Definition rendering pipeline effects

Retro Look Pro on Asset Store


Retro Look Pro is a Post processing effect. It emulates screen bleeding , artefacts , tape noise , interlacing, shake, glitches and other effects. It is the best and complete solution for retro like games, 80's/90's/Retro/VHS/Glitch/TV look, security cameras or robotic eyes.


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HDRP support

Unity Editor version Standard LWRP URP HDRP
2017.4+
2018.4+
2019.3+
2020.1+

(HDRP) Retro Look pro includes custom Post-processing effects pack for HDRP integrated post-processing system.

HDRP: full support of High definition Render Pipeline from 7.1.1+ version. Unity Editor version should be 2019.3+.

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Setup NEW Effects for Unity's High Definition Rendering Pipeline.

Note that by default, your Retro Look Pro effects does not run if you just add them to a Volume. You also need to add the effect to your Project's list of supported effects. (it's the same list used to order the effect, see the Effect Ordering section).

IMPORTANT NOTE : To use presets please open "\Assets\LimitlessUnityDevelopment\RetroLookPro\Resources\ColormapPresets.unitypackage" and import it. Then fill RetroLookProColorPaletePresetsList\presetslist with all presets from "\Assets\LimitlessUnityDevelopment\RetroLookPro\Resources\Colormap Presets".

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HDRP Effect ordering

HDRP allows you to customize the order of your custom post-processing effect at each injection point. To order your effects:

1. Go to Edit > Project Settings and select the HDRP Default Settings tab.

2. Scroll down until you find the Custom Post Process Orders section. This section contains three lists, one for each injection point.

3. Add Retro Look Pro effects to these lists so that HDRP can render them.

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Manipulating variables code example:

using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine;

public class EffectsManipulationExample : MonoBehaviour
{
    // Your Post-processing volume;
    public Volume volume;

    private Bleed_RLPRO_HDRP bleed;

    private void Start()
    {
        Bleed_RLPRO_HDRP tempBleed;
        if (volume == null)
            return;
        if (volume.profile.TryGet<Bleed_RLPRO_HDRP>(out tempBleed))
        {
            bleed = tempBleed;
        }

    }
    private void FixedUpdate()
	{
        if (volume == null)
            return;

        bleed.bleedAmount.value = UnityEngine.Random.Range(0.5f,3);
    }
}

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Variables :

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Analog TV noise effect

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
bool staticNoise Option enables static noise (without movement).
bool Horizontal Horizontal/Vertical Noise lines.
float Fade Effect Fade. [0,1]
float barWidth Noise bar width. [0,60]
vector2 tile Noise tiling.
float textureAngle Noise texture angle. [0,1]
float edgeCutOff Noise bar edges cutoff. [0,100]
float CutOff Noise cutoff. [-1,1]
float barSpeed Noise bars speed. [-10,10]
texture2D texture Noise texture.

========

CRT Aperture effect

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
float GlowHalation Glow Halation. [0,5]
float GlowDifusion Glow Difusion. [0,2]
float MaskColors Mask Colors. [0,5]
float MaskStrength Mask Strength. [0,1]
float GammaInput Gamma Input. [0,5]
float GammaOutput Gamma Output. [0,5]
float Brightness Brightness. [0,2.5]

========

Custom Texture

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
texture texture Сustom texture. [0,5]
bool alpha Passthrough custom texture alpha chanel.
float fade Fade parameter. [0,1]

========

Low Resolution effect

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
float downscale Lower value = more downscale. [0.1,1]

========

NTSC Encode effect

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
float blur blur. [0.01,2]
float brightness brightness. [1,40]
float speed Floating lines speed. [0,10]

========

Phosphor tube noise effect

Type Name Description
float intensity Controls the intensity of the effect. [0,1]
float width width. [0,20]
float amount amount. [0,1]
float fade fade. [0,1]

========

VHS Scanlines effect

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
Color scanLinesColor Lines color
float scanLines Amount of scanlines.
float speed Lines speed.
float fade Effect fade. [0, 1]
bool horizontal Enable horizontal lines.
float distortion Horizontal interlacing. [0,0.5]
float distortion1 Warp.
float distortion2 Cubic distortion.
float scale Scale center of scanlines.

========

Ultimate vignette effect

using RetroLookPro.Enums; - needed
Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
enum vignetteShape circle = 0; roundedCorners = 1
float center Circle center(parameter for vignetteShape = 0).
float vignetteAmount Vignette amount.
float vignetteFineTune Neat adjustment.
float edgeSoftness edge softness.
float edgeBlend blend edges with image.
float innerColorAlpha edges inner color alpha.
Color innerColor inner color.

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OldFilm effect

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float fps effect frames per second. [0, 60]
float contrast contrast. [0, 5]
float burn image burn.[-2,4]
float sceneCut negative amount.[0,16]
float fade effect fade.[0,1]

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Warp effect

using RetroLookPro.Enums; - needed
Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float fade effect fade. [0, 1]
enum warpMode Simple warp; Cubic distortion.
float warp Warp image corners on x/y axes.
float scale Warp picture center.
float clampSampler Enables Clamp sampler state.

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Negative effect

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float luminosity Brightness. [0,1.1]
float vignette Vignette amount. [0,1]
float contrast Contrast amount.[0,1]
float negative negative amount.[0,1]

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Glitch1

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float amount Effect amount. [0, 20]
float stretch noise stretch amount. [0, 4]
float speed noise speed. [0, 1]
float fade effect fade. [0,1]
float rMultiplier Red color offset muliplier. [-1, 2]
float gMultiplier Green color offset muliplier. [-1, 2]
float bMultiplier Blue color offset muliplier. [-1, 2]
float x X parameter of random value on noise texture. [-2, 127.1]]
float y Y parameter of random value on noise texture. [-2, 43758.5453123]
float angleY Angle Y parameter of random value on noise texture. [-2f, 311.7]

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Glitch2

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float amount noise stretch amount. [0, 1]
float speed noise stretch amount. [0, 1]
float resolutionMultiplier glitch blocks height.(changes applies on enter in play mode) [1, 2]
float stretchMultiplier glitch blocks width.[0,1]

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Glitch3

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float speed glitch speed.
float density glitch amount
float maxDisplace glitch max offset

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Bottom Noise

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float height Height of Stretch/Noise. [0, 0.5]
vector2 tile Noise tiling.
float intencity Noise intensity. [0, 3]
Texture noiseTexture Noise texture.

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Bottom Stretch

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float height Height of Stretch/Noise. [0.01, 0.5]
bool distort distort stretched area. []
float frequency Distortion frequency. [0.1, 100]
float amplitude Distortion amplitude. [0.01f, 200f]
bool distortRandomly enable random amplitude and frequency

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Cinematic bars

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float amount amount of black bars. [0.01, 0.51]
float fade fade effect. [0,1]

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Color Palette

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
int pixelSize Change pixel size if using resolutionModeIndex - 1, in this case resolution calculates automatically. [1,10]
float dither Dithering effect. [0,1]
texture bluenoise Dither texture
float opacity Effect opacity. [0,1]
int presetIndex Palette preset index number in palette presets list.

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TV effect

 using RetroLookPro.Enums; - needed
Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float fade fade effect. [0, 1]
float hardScan Dark areas fine tune. [-8, 16]
float resScale Effect resolution. [1, 16]
enum warpMode Simple warp; Cubic distortion.
float hardPix pixels sharpness. [-3, 1]
float maskDark Dark areas adjustment. [0, 2]
float maskLight Light areas adjustment. [0, 2]
float warp Warp image corners on x/y axes.
float scale Warp picture center.

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VHS effect

using RetroLookPro.Enums; - needed
Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float colorOffset Amount of RGB shift. [0,50]
float colorOffsetAngle RGB shift angle Offset Angle. [-3,3]
float verticalOffsetFrequency Vertical twitch frequency. [0, 100]
float verticalOffset Amount of vertical twitch. [0, 1]
float offsetDistortion Amount of horizontal distortion. [0,0.5]
Texture noiseTexture Noise texture.
enum blendMode Photoshop like blendingModes. [21 modes]
Vector2 tile Noise texture.
float _textureIntensity Intensity of noise texture. [0, 1]
bool smoothCut enables smooth Cut. [0, 1]
float iterations blur iterations. [0, 30]
float smoothSize smooth Size. [0, 0.5]
float deviation deviation. [0, 0.5]
float _textureCutOff Intensity of noise texture. [-1, 1]
float stripes Cinematic black bars. Low value of this parameter is very usefull in pair with vertical offset [0.01,0.5]
bool unscaledTime Time.unscaledTime.

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Bleed effect

Type Name Description
int bleedMode Bleed Mode index. 0 - "Old Three Phase" 1 - "Three Phase" 2 - "Two Phase" 3 - "Custom".
float bleedAmount Bleed Stretch amount. [0, 15]
int bleedLength Bleed Length [0, 50]. If b_Mode = 3
bool editCurves Enable this to edit curves and see result instantly (otherwise result will be applied after you enter playmode) .
bool syncYQ Synchronize Y and Q chanels.
AnimationCurve curveY Curve Y chanel.
AnimationCurve curveI Curve I chanel.
AnimationCurve curveQ Curve Q chanel.

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Fisheye effect

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float bend Bend Amount. [0, 50]
int fisheyeType Fisheye type index. 0 - "Default", 1 - "Hyperspace".
float size Fisheye size. [0.001, 50]
float cutOffX Cutoff on X axes. [0, 50]
float cutOffY Cutoff on Y axes. [0, 50]
float fadeX Fade on X axes. [0, 50]
float fadeY Fade on Y axes. [0, 50]

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Pulsating Vignette effect

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float amount Amount of vignette effect. [0.01, 50]
float speed Vignette blinking speed. [0.01, 50]

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Noise

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float stretchResolution stretch Resolution.
float verticalResolution Vertical Resolution.
bool Granularity Enable granularity noise effect.
float GranularityAmount Granularity Alpha. [0, 0.1]
  • Signal Noise
Type Name Description
bool SignalNoise Enable signal noise.
float SignalNoiseAmount Signal amount. [0, 2]
float SignalNoisePower Signal power. [0.5, 0.97]
  • Tape Noise
Type Name Description
bool TapeNoise Enable tape noise.
float TapeNoiseFade Tape Amount. [0, 1.5]
float TapeNoiseSignalProcessing Tape Noise Signal Processing [0, 15]
float TapeNoiseAmount Tape Noise Amount(lower value = more noise)") [0, 1.5]
float tapeLinesAmount Tape lines amount. [0, 1]
float TapeNoiseSpeed Tape speed. [-1.5,1.5]
  • Line Noise
Type Name Description
bool LineNoise Enable line noise.
float LineNoiseAmount. Amount of line noise. [0, 15]
float LineNoiseSpeed Noise speed. [0, 10]
bool unscaledTime Time.unscaledTime.

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Jitter filter

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
bool twitchHorizontal Enable Twitch on X axes.
float horizontalFreq Twitch frequency on X axes. [0, 5]
bool twitchVertical Enable Twitch on Y axes.
float verticalFreq Twitch frequency on Y axes. [0, 5]
bool stretch Enable stretch noise.
float stretchResolution Stretch resolution. []
bool jitterHorizontal Enable Horizontal Interlacing.
float jitterHorizontalAmount Amount of horizontal interlacing. [0, 5]
bool jitterVertical Shake Vaertical.
float jitterVerticalAmount Amount of shake. [0, 15]
float jitterVerticalSpeed Speed of vertical shake. [0, 5]
bool unscaledTime Time.unscaledTime .

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Picture correction

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float signalAdjustY Y permanent adjustment. [-0.25, 0.25]
float signalAdjustI I permanent adjustment. [-0.25, 0.25]
float signalAdjustQ Q permanent adjustment. [-0.25, 0.25]
float signalShiftY tweak/shift Y values. [-2, 2]
float signalShiftI tweak/shift I values. [-2, 2]
float signalShiftQ tweak/shift Q values. [-2, 2]
float gammaCorection use this to balance the gamma(brightness) of the signal. [0, 2]

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Artefacts

Type Name Description
float intensity Controls the intensity of the effect. [0, 1]
float cutOff Brightness threshold of input. [0, 1]
float amount Amplifies the input amount after cutoff. [0, 3]
float fade Value represents how fast trails fade. [0, 1].
Color color Artefacts color.