The AOS Blueprint Actor
The AOS (Art of Shader) Blueprint Actor is the central tool for combining, grouping, and managing multiple post-process effects. It provides an intuitive interface for creating complex visual combinations without dealing with multiple Post Process Volumes.
Why Use the AOS Actor?
- Combine multiple effects in one organized location
- Control effect intensity individually or as groups
- Switch between effect presets at runtime
- Apply effects to specific objects or screen regions
- Animate effect parameters smoothly
- Organize effects by purpose (background vs foreground, etc.)
Basic Setup
- Place an AOS Blueprint Actor in your level
- Select the actor and open its details panel
- Add material instances to the appropriate effect arrays
- Adjust master intensity and individual effect weights
Effect Organization
The AOS Actor organizes effects into groups:
Main Effects
Primary visual effects that apply to the main scene objects.
- Use for character and environment effects
- Controlled by scene depth
- Can exclude background
Background Effects
Effects that only apply to distant background elements.
- Useful for atmospheric effects
- Based on depth threshold
- Independent from main effects
Screen Effects
Full-screen effects that apply to everything.
- Camera lens effects
- Overall color grading
- Screen-space distortions
Blend Modes
Control how multiple effects combine:
- Additive - Effects add together (can become very bright)
- Multiply - Effects multiply (darkens the result)
- Overlay - Balanced blend of both
- Screen - Brightening blend mode
- Linear Burn - Darkening blend mode
Example Combinations
Cyberpunk Hacker Vision
Main Effects:
- Chromatic Aberration (Low intensity)
- Scanlines (Medium intensity)
Background Effects:
- Color Shift (Blue/Cyan tint)
- Digital Noise
Screen Effects:
- Vignette
- Film Grain
Horror Atmosphere
Main Effects:
- Desaturate (reduce color)
- VCR Glitch (subtle, occasional spikes)
Background Effects:
- Fog/Depth blur
Screen Effects:
- Heavy Vignette
- Film Grain (heavy)
- Color Grading (green/gray tint)
Stylized Cartoon
Main Effects:
- Cel Shader
- Outlines
Background Effects:
- Watercolor texture
Screen Effects:
- Color Palette Reduction
- Slight halftone
Performance Considerations
- Each effect adds rendering cost
- Limit to 3-5 active effects for best performance
- Disable effects that aren't visually contributing
- Use LOD systems to reduce effects at distance
- Profile on target hardware
Runtime Control
Control effects dynamically during gameplay:
// Blueprint pseudocode
On Event (e.g., Low Health):
- Increase Glitch Intensity
- Add Desaturation
- Pulse Vignette
On Event (e.g., Power Up):
- Add Chromatic Aberration
- Increase Bloom
- Add Color Shift
Best Practices
- Start Simple - Begin with one or two effects and add more
- Group Related Effects - Organize by purpose, not just visuals
- Use Reference Images - Know what you're aiming for
- Test in Motion - Effects look different when camera moves
- Get Feedback - Effects can cause motion sickness if overdone
- Save Presets - Create material instance collections for reusability