Thank you for purchasing Photoelectric Shaders Volume 1.1.5

This is a collection of post processing shaders I have been working on for a while that I decided to release on the Asset Store. Each of these shaders offers a special post processing effect you can use in your Unity 5 Scene. You can also use each of these shaders in tandem with each other to build really cool effects.

These effects are all port processing effects, meaning that they are just scripts you will attach to your camera. There is no need to create instances of materials or assign these shaders to actual Game Objects in your scene. Each of the shaders will work on both OpenGL and DirectX. All of the shaders are compatible with HDR and Linear Color Space.

*Be aware as with most post processing shaders, that most of these shaders use depth information so there is a requirement for Deferred Rendering.
**Support for Unity 5.4 beta is not included in this package at this time.
***The Unity Asset Store does not allow publishers to publish assets targeted to beta releases of the Unity Engine, and as such there is no guarantee of support on any Unity Beta.


Once you have purchased and downloaded the package and imported into your assets folder, the installation of the effects is quite simple. You can either drag the appropriate script to your main scene camera, or click the Add Component button on your Camera and browse to any of the shaders included in the “Photoelectric Shaders” menu.

Each shader in this collection has different uses and configurations, below I will explain how each shader is used.

Auto Focus:
Is an effect you can use to create a camera, which will automatically focus on things that are centered in the viewport. This effect uses a simple Depth of Field technique that will blur out any pixels that do not belong to the current object that is being focused on.

The parameters for this effect are:

  • Exposure – lets you specify how much HDR lighting is blended
  • Blend – allows you control the overall blend with your source screen capture image
  • Update Frequency – tell the code how frequently to look for new target object
  • Focus Speed – is how fast the camera will focus to the new objects
  • Fallback Object – when no target is found, you can use the fallback to focus on your character
  • Layer Mask – lets you specify the layers, which you want to focus on, you can omit things like skybox, and terrain.


Barrel Distort:
This effect bends the edges of the UV space of your screen projection and can create an inward or outward warping of your perspective. This is ideal for when you want to create somewhat spherical projection of your scene.

The parameters for this effect are:

  • Radius – The amount of spherical distortion to displace the UV with.


This effect causes the HDR rendering system in unity to raise the values of the colors brightness and blur them together, creating what feels like a very warm and analog tone to your image.

The parameters for this effect are:

  • Blend – The amount of mixture of your source texture and the bloomed version
  • Samples – How many times to perform blurring
  • Noise – how much lens noise to add to the scene


Bend UV:
This effect allows you to specify settings which will cause the UV layout of your image to wobble and distort as is it were behind heat haze or under water.

The parameters for this effect are:

  • Volume – The amount of pixel volume to cover
  • Scale – How large the scale of the effect is
  • Speed – how fast you want the bending to happen
  • Blend – how much to blend the effect with your existing screen
  • Blend Texture – a noise map for blending with


Chromatic Aberration:
This effect causes a separation of the Red/Green/Blue color spectrum at the pixel level. This can be used to create the illusion of a more 3D image.

The parameters for this effect are:

  • Split – how far the color separation will span.
  • Bend – how much of this effect to apply.


Chromatic Blur:
This effect will preform a chromatic aberration operation in addition to a barrel distortion and radial blur, This effect is great for creating the illusion of fast motion where the world streaks by the edges of the screen.

The parameters for this effect are:

  • Max Blur – the amount of Barrel distortion and edge blur to apply
  • Aberration Max – the amount of color separation
  • Samples – how many blur samples to process


Color Correction:
This is a standard Color Correction shader with a few twists. First of all you have a master mix volume, which you can use to control the overall amount of color correction applied to your scene. Next there are two mixing modes you can pick from to fine tune your colors (RGB and HSV)

The parameters for this effect are:

  • Lookup Texture – The amount of color blending
  • Blending Mode– picks the mixing mode you wish to use
  • RBG Mix – manages each individual RGB channel
  • HSV Mix – manages each individual HSV channel
  • Master Mix – controls how much total effect to apply


Color Mixer:
This effect will both separate your color into Red/Green/Blue and move each channel in the horizontal plane on time sync. This effect can be used to create a LSD type of visual experience.

The parameters for this effect are:

  • Blend – The amount of color blending


This effect is used to cause your screen to look like an old CRT style monitor.

The parameters for this effect are:

  • Moire– defines how strong the moire lines will be
  • Horizontal Lines– defines how strong the horizontal darkness will be
  • Resolution – the pixel resolution
  • Screen Bend Radius – how much screen roundness to use
  • Screen Zoom– how far to zoom into the roundness
  • Aberration Amount– how much color separation to use