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    Chromatic Aberration

    The Chromatic Aberration effect mimics the effect a real-world camera produces when its lens fails to join all colors to the same point. Unity provides support for red/blue and green/purple fringing, and you can define fringing colors by using an input texture.

    For more information on the Chromatic Aberration effect, read the documentation on Chromatic Aberration in the Unity manual.

    Properties

    Property Function
    Spectral Lut Select the texture used for a custom fringing color. When left empty, Unity will use the default texture.
    Intensity Set the strength of the Chromatic Aberration effect.
    Fast Mode Use a faster variant of Chromatic Aberration effect for improved performance.

    Details

    Chromatic Aberration uses a Spectral Lut input for custom fringing. Four example spectral textures are provided in the repository:

    • Red/Blue (Default)
    • Blue/Red
    • Green/Purple
    • Purple/Green

    You can create custom spectral textures in any image editing software. While the resolution size of spectral textures are not limited, small sizes such as th 3x1 textures provided work best.

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

    Performance

    The performance of the Chromatic Aberration effect depends on the Intensity value. If the Intensity value is set high, the render will be slower as it will need more samples to render smooth chromatic aberrations.

    Enabling Fast Mode is recommended where possible as it's a lot faster, but not as smooth as the regular mode.

    Requirements

    • Shader Model 3

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

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