Produces a filtered image that resembles the output of an old television using Quadrature Amplatude Modulation. Use this as an alternative to the Cathode Ray Tube volume to achieve a different but distinct retro look.
Enabled: Controls whether the NTSC effect is active, which creates color bleeding and a natural blurriness.
IMPORTANT: This effect is not compatible with the Cathode Ray Tube Volume, and using them together can yield strange results.
Horizontal Carrier Frequency: The carrier wave is driven by a very fast oscillator at a fixed frequency. Since the beam is travelling, the phase of the carrier is linear both in time but also in horizontal distance over a scanline. This value determines the frequency of the wave of the horizontal carrier. Ideally, this should be set to a value which makes the scanlines as hidden as possible. Doing it this way will create a "rainbowing" effect along edges, directly related to the scanline frequency produced by this value.
Kernel Radius: Controls how many steps the Gaussian blur should take (default 3).
Kernel Width Ratio: Controls the scale of the horizontal blur. To achieve the intended effect, this should be used to blur out the vertical lines produced by the Horizontal Carrier Frequency parameter.
Sharpen: How much to apply sharpening after blurring.
Line Phase Shift: Offsets the wave produced by the Horizontal Carrier Frequency. In most cases this value is unnoticable, and is best left at the default of 3.14.
Flicker Percent: Represents how fast the flicker effect animates relative to the current FPS.
Flicker Scale X: How much to scale the flicker effect horizontally (default 0.1).
Flicker Scale Y: How much to scale the flicker effect vertically (default 4).
Use Time Scale: Setting this to true will cause the flicker effect to be effected by Time.timeScale.
Produces a filtered image that resembles the output of an old television using Quadrature Amplatude Modulation. Use this as an alternative to the Cathode Ray Tube volume to achieve a different but distinct retro look.
Special thanks to Cancrizans/Bad_Vertex for helping me figure out how to achieve this effect. https://cancrizans.itch.io/ https://twitter.com/BadVertexDev