■ ASSET :: RetroVisionProDocs

Retro Video FX — Quick Guide


1) Dot Crawl (checkerboard dots on color edges)

What it does Makes tiny checkerboard dots on strong color edges. This copies NTSC “dot crawl”.

Controls

  • Amount — mix with the original (0–1).
  • Crawl Speed — how fast the dots move.
  • Edge Sensitivity — higher = more edges will show dots.
  • Edge Mode — choose the edge finder that looks best.
  • Dot Offset (px) — move dots a little away from the edge.
  • Dot Feather (px) — make dots softer.

Tips

  • Use Amount to keep it subtle.
  • Raise Edge Sensitivity for cartoons or strong colors.

2) Old TV Signal Distortion

What it does Adds classic TV warp: small line shakes, block jumps, and sine waves.

Quick Start

  • Amount 0.75, Speed 1.0
  • LineJitterAmount 1.2
  • ChunkJitterSegments 8, ChunkJitterAmount 0.8
  • SineRippleAmount 0.6, SineRippleSpeed 1.0

Tips

  • Lower values = small broadcast drift.
  • Higher values = strong VCR tracking.
  • Works at any resolution (px sliders are scale-aware).
  • For full CRT feel, add noise + scanlines later.

3) VCR Ghosting

What it does Adds echo images (ghosts), like bad video cables.

Controls

  • _GhostOffset — moves all ghosts.

    • Positive = ghosts on the right (after the main image).
    • Negative = ghosts on the left (before the main image).
  • _BlurGhostPx — blur of each ghost (bandwidth loss).

    • 0–0.5 = sharp (can look digital)
    • 0.6–1.5 = natural
    • >2 = very soft

Tips

  • For UI/text: low blur, small positive offset.
  • For noisy outdoor shots: use a little more blur.

4) RETROSCALE

What it does Downscale + upscale for retro sharp blocks and compressed color. Optional 4:3 frame.

Start Points

  • Render Scale 0.6–0.8
  • Chroma Compression 0.5–0.9
  • 4:3 Mode = On (optional)

Tips

  • Performance ~ (Render Scale)². If FPS is low: 1.0 → 0.75 → 0.6.
  • Chroma effect is strongest on vertical color edges.
  • Order: put RetroScale before scanlines/aperture mask to avoid moiré.
  • Capture: turn off Chroma Compression for clean color; turn on for gameplay.
  • 4:3 gate is just framing; turn off for full FOV.

5) VHSSCANLINES

What it does Adds moving scanline bands, wobble, and optional lens warp.

Start Values

  • Scanline Density: 1.0
  • Band Scroll Speed: 0.5
  • Blend Amount: 0.6
  • Jitter Divisor (wobble): 8–16
  • Fisheye Spherical: 0.15
  • Barrel: 0.05
  • Scale: 1.0

How to tune

  • ScanlineColor: dark gray = classic CRT; small tint = mood.
  • Density ↑ = more, thinner lines. Density ↓ = fewer, thicker lines.
  • Speed 0.2–1.0 looks real; very high looks glitchy.
  • Wobble: small divisor = strong wobble; big divisor = subtle.
  • Fisheye/Barrel: small values feel real; 0 = no lens warp.
  • Fade: 0 = off, 1 = full. For games, try 0.4–0.7.

Notes

  • Horizontal pass = CRT scanlines.
  • Vertical pass = TV tracking vibe.
  • Performance: light; very high Density costs more.

6) CRT Aperture

What it does Adds aperture mask, small halo, and CRT output tone.

Start

  • HaloStrength 0.10
  • GlowDiffusion 0.05
  • MaskStrength 0.25–0.35
  • OutputGamma 2.4
  • OutputBrightness 1.3
  • Fade 1

Tips

  • MaskStrength also changes color tint.
  • If picture is dim, raise OutputBrightness.
  • Keep OutputGamma around 2.2–2.4.

7) VHSTapeRewind

What it does Shows a rewind stripe near the bottom with different motion styles.

Region

  • Lower RegionHeight = effect stays near the bottom.
  • Higher RegionFeather = softer fade.

Animation Modes

  • NoAnimation — static look.
  • SmoothLFO — smooth sines (set AnimSpeed 0.6–1.2).
  • SteppedPulses — small steps (1.2–2.0).
  • RampSnap — ramp up, snap down (0.8–1.4).
  • RandomBursts — many bursts (0.7–1.2).

To look like “rewind”

  • Use higher AnimSpeed with RampSnap or RandomBursts.
  • Keep Intensity around 2.5–3.0.

8) ANALOG_NOISE

What it does Adds moving bars and static like analog TV.

Ideas

  • Subtle bed: low bar speed, medium fade, small pattern angle.
  • Strong VHS: higher bar height and speed, more tiling, slowly move noise offsets.

9) VHS_TWITCH

What it does Short bursts of left-right shakes and up-down slips (tracking issues).

Core Controls

  • _Amount — final blend 0..1.
  • _Speed — makes all bands faster or slower.
  • _BurstInterval — time (sec) between active windows.
  • _AmpH — strength of horizontal shake.
  • _AmpV — strength of vertical slip.
  • _Mask + _FadeMultiplier — limit by area.

Preset Guide (pick one, then tune) 0 Light_Tracking_OK — subtle stability. HUD-friendly. 1 Classic_Tracking_Error — standard VHS wobble (good default). 2 Worn_Tape_Heavy_Tracking — busy, old cassette feel. 3 Head_Misalign_Lines — thin, frequent line jitter. 4 Pause_Jitter — quick left/right nudges (jog/shuttle). 5 Tape_Wrinkle_Ripples — layered ripples from creased tape. 6 Vertical_Hold_Drift — slow vertical slip. 7 Scanline_Ripple — wobble near a moving scanline. 8 Mostly_Clean_Playback — almost clean picture. 9 Severe_Tracking_Fault — strong mixed faults.

Tips

  • For games, keep _Amount around 0.5–0.8.
  • Larger _BurstInterval = calmer look.

10) VHS_STRETCH

What it does Stretches rows into 2–6 moving bands.

How to use

  • Start with ClassicThreeBand (1). Blend ≈ 0.6–0.75.
  • Strong retro: StrongSixBand (9) (keep other effects low).
  • Calm mood: SlowTwoBandSweep (4) or SlowThreeBand (6).
  • Energetic: FastThreeBandSweep (5); can sync speed to music.

Combine

  • Add scanlines + small chroma bleed + analog noise for full tape feel.

11) VHS_JITTER

What it does Continuous small shake (not bursty).

Start

  • jitterHAmount 1.65, jitterHSpeed 0.8
  • jitterVAmount 0.95, jitterVSpeed 1.15

Tips

  • For stronger VHS, raise both amounts, add scanlines + analog noise.

12) Tape Distortion

What it does Horizontal wobble bands that scroll.

Controls

  • Fade — final mix 0–1.
  • waveAmount — global wobble.
  • tapeIntensity — strength inside bands.
  • tapeSpeed — scroll speed.
  • TapeFreq — number of bands.
  • TapeWidth — band thickness.
  • TapeFeather — soft band edges.

Tips

  • Few wide bands = heavy damage.
  • Many thin bands = light tracking.

13) Signal Noise

What it does Adds color noise blocks.

Recommended

  • TV static: amount 1.2, power 0.9.
  • Heavy glitch: amount 2.0, power 0.9.

Fix

  • If picture turns green/magenta, lower signalNoiseAmount or signalNoisePower.

14) Tape Noise

What it does Moving tape lines and blocky noise.

Controls

  • Fade — mix with original.
  • Noise Amount — strength (lower value = more noise, if inverted scale).
  • Noise Speed — how fast it moves.
  • Lines Amount — how many lines.
  • Signal Processing — coarse vs smooth blocks.
  • Stretch Resolution (X) — block width.
  • Vertical Resolution (Y) — block height.

Tip

  • Want bigger blocks? Lower both resolutions.

15) Filmgrain

What it does Adds film-like grain.

Tips

  • Keep grain small. Very big grain looks like TV snow.
  • Match grain to resolution (higher res → slightly larger grain).

16) Line Noise

What it does Fine bright/dark lines that move.

Tips

  • Use a small Amount for thin, clean lines.
  • Pairs well with VCR Ghosting for a broadcast feel.

17) Bleed3Phase

What it does 1990s-era 3-phase NTSC coefficients: wider luma/chroma dynamic range with a punchier, cleaner bleed compared to vintage decoders.


18) BleedOldPhase

What it does Classic 3-phase NTSC as on early VHS/CRT playback: softer luma and stronger chroma bleed with that characteristic “walking” color on edges.


19) Bleed2Phase

What it does 2-phase NTSC model from later decoders: tighter luma/chroma separation, reduced color crawl, and cleaner edges.


20) NTSC Codec

What it does

It rebuilds composite NTSC: converts RGB → YIQ, modulates chroma on the 3.579545 MHz subcarrier, runs simple horizontal filters (luma notch + LPFs for I/Q), then decodes back to RGB. The result: authentic color bleed, rainbowing on edges, softer detail.

  • Amount — final mix (0–1). 0=off, 1=full. Start 0.6–0.8; HUD 0.3–0.5.

  • LineScanTimeOffset — tiny scan-time shift (≈ −6…+6; small steps). ↑ = more rainbow/bleed; ↓ = tighter luma.

  • LinePhaseRandomness (Vector2) — per-line phase variance (use Random.Range(x,y)). 0=stable; 0.3–0.8=tape-like; >1=flickery.

  • LumaGain — post-decode luma gain. Typical 0.9–1.2; lower if highlights clip.

  • ChromaSaturation — I/Q amplitude in composite path. Typical 0.8–1.8; higher = more color bleed/rainbowing.

  • LumaBlurWidth — horizontal luma blur reach. Practical 0.5–2.0; lower=crisper, higher=softer/more bleed.

Tips

  • Broadcast Clean:

Amount=0.55, ChromaSaturation=1.0, LumaBlurWidth=0.8, LumaGain=1.0, LineScanTimeOffset=0, LinePhaseRandomness=(0.0,0.1)

  • VHS Classic:

Amount=0.80, ChromaSaturation=1.35, LumaBlurWidth=1.6, LumaGain=1.05, LineScanTimeOffset=+2, LinePhaseRandomness=(0.6,0.8)


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