Combining Effects

Learn how to layer and blend multiple effects using the AOS Blueprint Actor

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

  1. Place an AOS Blueprint Actor in your level
  2. Select the actor and open its details panel
  3. Add material instances to the appropriate effect arrays
  4. 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

  1. Start Simple - Begin with one or two effects and add more
  2. Group Related Effects - Organize by purpose, not just visuals
  3. Use Reference Images - Know what you're aiming for
  4. Test in Motion - Effects look different when camera moves
  5. Get Feedback - Effects can cause motion sickness if overdone
  6. Save Presets - Create material instance collections for reusability
Art Of Shader - Film And Special Effects - Documentation | Athian Games