3DHudInterference
Adds distortion effects to the HUD only.
ColorCorrection
Offers control over basic image settings such as saturation, contrast, brightness, Cyan/Magenta/Yellow, etc.
ColorGradient
Apply a color chart texture and specify fade-in time.
ControlPlayerHealthEffect
Enable or disable the Player's damaged health effect and control the intensity (0 - 1).
EffectAlienInterference
Adds distortion effects to the players view (doesn't affect HUD).
EffectBloodSplats
Places blood splats on the screen when used. Type and amount of bloodsplats can be defined using the nodes input ports. 0 is human, 1 is alien. "Spawn" spawns new blood splats.
EffectCondensation
Creates a condensation effect on the screen. The amount and center of the effect can be defined using the input ports of the node
EffectDepthOfField
Adds a depth of field effect, giving control over distance, range and amount.
EffectDistantRain
DEPRECATED - Game specific effect, renders multiple volumetric layers at distance. Should be used in conjunction with some rain particles as a mean to decrease amount of particles required.
EffectFrost
Simulates a frozen HUD. The amount and the center of the effect on the screen can be adjusted using the input ports of the node.
EffectGhosting
Adds a ghosting effect to the screen which overlaps and blurs previous frames together.
EffectGlittering
EffectGlobal
EffectGlow
EffectRainDrops
Adds on-screen rain drops which travel down the players HUD.
EffectVolumetricScattering
Adds a volumetric effect which could be useful in simulating snowy environments. With the ability to control color, speed and amount, you can simulate various environments, such as lava.
EffectWaterDroplets
Adds a water effect which appears from various sources on the screen. Unlike RainDroplets, this simulates more of a "splash" type effect of water being thrown on the screen in various places.
EffectWaterFlow
Adds another type of water effect, but this one simulating water running down the screen, this can be used for simulating far more dense water interactions, like standing under a waterfall.
FilterBlur
Blurs the entire screen. Could be used to simulate things like dense smoke affecting the players eyes. Only Gaussian blur available at the moment.
FilterChromaShift
Shifts the chrominance information of the image by a certain amount. Best used in small amounts to create subtle film effects.
FilterDirectionalBlur
Applies a blur in specified direction based on movement. The blur direction is defined using the vec3 input port on the node.
FilterGrain
DEPRECATED - Effect available through Time of Day.
FilterRadialBlur
Blurs the screen around a defined 2D position on the screen. Amount and radius of the blur effect can be defined using the input ports of the node.
BlurringRadius sets the radius of the blur effect around the defined center. ScreenPos X/Y can be used to alter the center.
FilterSharpen
Adds sharpening to the final image. Although there is a "Type" input port, only one type is currently available. You can use negative values to blur the screen also.
FilterVisualArtifacts
Applies numerous effects which you would typically associate with old television sets, grain, vsync, interlacing, pixelation and others. You can mask via a texture, or apply to the whole screen.
By default, all effects values are set to 0 so you won't see any effects unless you specify a value for an input type. The available effects inputs are: VSync, Interlacing, Pixelation, Chroma Shift and Grain.
HUDHitEffect
Scratches
ScreenFader
Perform customizable fade-in/fade-out effects, including the ability to fade in/out from textures. "UseCurColor" uses the previously set color as fading color if set to True, else it uses the FadeColor.
SetShadowMode
Set the shadow mode to "Normal" or "HighQuality" mode. Note, this is intended to be used for very specific lighting setups and will likely result in a lot of self-shadowing artifacts under typical use.