Effect Shaders
Effect shaders (purple badge) are ISF post-processors. They receive the output of the previous effect (or the raw track input) and transform it.
Effects always need an input — they can’t generate pixels on their own.
Categories
Section titled “Categories”| Category | Examples |
|---|---|
| Blur | Gaussian blur, Radial blur, Tilt-shift |
| Color | Hue rotate, Contrast, Invert, LUT |
| Distortion | Wave warp, Ripple, Lens distortion |
| Glitch | Pixel sort, Datamosh, RGB split |
| Stylize | Pixelate, Edge detect, Crosshatch |
| Mirror | Kaleidoscope, Flip, Tile |
| Film | Grain, Vignette, Scan lines |
| Sharpen | Unsharp mask, Clarity |
| Transition | Dissolve, Wipe (for manual crossfades) |
| Keying | Chroma key, Luma key |
| Feedback | Echo, Trail (best used in a Feedback Loop track) |
| Utility | Pass-through, Debug UV |
Chaining effects
Section titled “Chaining effects”Effect shaders chain in order — left to right. The output of each one is the input of the next.
Example:
[Plasma (layer)] → [Hue Rotate (color)] → [Kaleidoscope (mirror)] → [Film Grain (film)]Dry/Wet
Section titled “Dry/Wet”Every effect has a Mix slider. At 0% only the original (dry) signal passes through unchanged. At 100% only the processed (wet) output is shown. Values in between blend the two.
This is the same as using an FX return in audio — you can add a subtle amount of any effect without committing fully.