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Customizable CRT effect usable either as a full screen effect or on any camera in the project using URP. It uses high-performance single pass shader to create many CRT "artifacts".It's a high-performance, easy to configure filter that adds a new RenderPass to the URP render pipeline. All parameters can be configured or completly turned off.Supported filter parameters:screen bend and overscan to simulate CRT curvaturesimple blur effectpixel bleed to simulate phosphor and beam glowpixel smidge - subtle effect that bleeds high luminious pixel on edges verticallyscanlines and apperture linesanimated shadow (interference) lines (horizontal or vertical)animated noisevignettechromatic aberration with custom settingsbrigtness / contrast / gamma settingsindividual R G B settings for under or over saturationEach parameter can be turned off to a point, that there is no difference between enabled or disabled filter.Filter use single pass shader which create little to none performance impact (tested on my 2D pixel game with no detectable performance hit - FPS stays around 500).Filter works on any type of game, but it's especially suited for pixel-art, as it makes each individual pixels look more natural.Filter works only with URP (Universal Render Pipeline) and ideally with PixelPerfectCamera component with crop enabled. For more info, see technical details.Filter comes with custom shader, that can be used also separately in advanced scenarios (this usage is not covered in documentation neither samples).DisclaimerScreenshots from games CursedCastilla and Metroid were used for demonstrational purposes only and are not a part of this package.Filter works only with URP (Universal Render Pipeline) and ideally with PixelPerfectCamera component with enabled crop (any value except 'none').PixelPerfectCamera componet enables all pixel based effects (pixel bleed, pixel smidge) and properly aligns scanlines and apperture lines. These effects would work also without PixelPerfectCamera, but alignement of these effects may be wrong what may introduce unwanted artefacts. This misalignement would be visible on full screen, but is probably acceptable if filter is used on in-game monitors (also in 3D games).Filter requires some other component that render image to camera texture. This is either PixelPerfectCamera with enabled crop or 2nd easiest option is to enable post-processing on a camera. But it can be any other component that render image to a camera texture.Filter works with standard post-processing. It's placed in the render pipeline based on selected injection point.Filter is added as a Renderer Feature to an renderer. URP supports multiple rendereres and each camera can use a different one. This allows to use filter either as a fullscreen effect (applied to a main camera) or to create CRT effect on ingame monitors (rendered by a separate camera).
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