r11 vs r12
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676676{{{#!folding Out-of-bounds effects [ expand · collapse ]
677677High magnitude intensity: Values too high might cause most of the blue and red colors leaving the screen entirely, with mostly only green remaining.}}} ||
678678|| Drawing || Applies an animated outline filter and a grayscale filter to the screen, as well as overlaying a crumpled paper-like texture. Solid-colored surfaces are typically turned white regardless of their original color, while color boundaries are given a black outline. The intensity affects all three effects, setting the intensity of the filters and the opacity of the overlay. ||
679|| Neon || [*NoIntensity] ||
680|| 8비트 휴대기기 || [*NoIntensity] ||
681|| 야시경 || [*NoIntensity] ||
682|| 펑크 || ||
683|| 터널 || ||
684|| 이상한 3D || [*NoIntensity] ||
685|| 흐림 || ||
686|| 흐림 (강조) || ||
687|| 가우시안 블러 || ||
688|| 육각형 타일 || ||
689|| 포스터화 || 강도가 높을 수록 색상 표현 단계를 낮춰 비슷한 색을 색으로 만든다.
679|| Neon || Displays solid colored areas as black, and shows outlines around color borders, making them look like neon tubes.
680{{{#!folding Detailed explanation [expand · collapse]
681The color of the outlines are determined by the difference between each color channel of the border colors [*e.g. cyan and magenta make yellow, because (0, 1, 1) and (1, 0, 1) have a difference of (±1, ∓1, 0), which is treated as (1, 1, 0), corresponding to yellow.], with the contrast increased, resulting in mostly red, green, blue, yellow, cyan, magenta and white being the border colors.}}} [*NoIntensity] ||
682|| 8-bit Handheld || Pixelates the screen, applies noise and limits the colors to four shades of green, emulating an old handheld gaming console screen.
683{{{#!folding Detailed explanation [expand · collapse]
684Pixelates the screen and reduces the color palette to three different shades of green. The shade of each pixel is determined by the amount of red and green of the original color. The brightest color is a yellowish-green, followed by a deep green and a deep blue.
685Afterwards, an animated static pattern that vaguely resembles a radial gradient on the bottom left is applied. This static pattern brightens the pixels behind it, allowing a fourth shade to appear: a bright yellow green. The brightening effect seems to depend on the original color's brightness, and has little to no effect on pixels close to black. Note that this process also takes the blue channel of the original color into account, successfully brightening blue pixels, but not black pixels.}}}[*NoIntensity] ||
686|| Night Vision || Turns the screen green and applies a vignette effect, with a green TV-like filter applied on top.
687{{{#!folding Detailed explanation [expand · collapse]
688The screen is rendered in alternating horizontal lines; one is fully dark and the other is dependent on the original color, which is determined by the value of all 3 color channels. Red pixels contribute the least amount of brightness, followed by blue and green, respectively. Additionally, all horizontal color borders are turned fully vertical, creating a pixelization-like effect.}}} [*NoIntensity] ||
689|| Funk || Applies a bright multicolored filter to the screen that constatly moves and shifts.
690{{{#!folding Detailed explanation [expand · collapse]
691The screen is completely obscured by a moving pattern, where blobs arranged in a vague diamond-like pattern constantly move downwards. These blobs also periodically move left and right, merging and splitting with adjacent blobs. The blobs grow in size while stationary, before shrinking again and moving to the side, and the animation repeats again. Whenever a blob grows in size, new colors start appearing from the center, which can be categorized into two main types. The first type has a green background, with the hue decreasing towards the center of the blobs, forming yellow, red and magenta rings around it. The second type has a blue background, with the hue increasing towards the center of the blobs, forming magenta, red and yellow rings around it. The colors are limited to pure colors only, with 100% saturation and 100% value brightness. The position of the animation seems to be slightly offset depending on the base color, allowing the player to differentiate objects using color borders. }}} [*NoIntensity] ||
692|| Tunnel || Shrinks the center of the screen, and wraps the edges of the screen around the center, creating a cone-like effect.
693{{{#!folding Detailed explanation [expand · collapse]
694The vertical axis of the screen curves to make a circle. The center of the screen stays relatively the same, the bottom part curves clockwise and the top part curves counter-clockwise. The two edges of the screen eventually meet at the left side of the screen, with the x-axis separating the two. This leads to a large chunk of the left-side of the screen to completely disappear. Note that because this causes the right edge of the screen to also wrap around as a circle, the four corners would normally be left blank. The screen is tiled to fill this gap, and this causes some of the far-left side of the screen to appear. }}} [*NoIntensity] ||
695|| 이상한 3D || Applies a rudimentary 3D filter. The screen is zoomed in significantly, and the view is slightly tilted, as if the player is looking from a diagonal top-front position, with brighter pixels protruding out and darker pixels sinking in downwards.
696{{{#!folding Detailed explanation [expand · collapse]
697The height of each pixel is determined by the value of the R channel; colors with 100% R is at max height, while colors with 0% R is at a minimum height. The other two channels seemingly have no effect. The height illusion is seemingly created by stretching the screen horizontally, and then offsetting each pixel upwards by its corresponding R value. A color darker than the original is used to draw a line between the original position and the new position, to give it the illusion of height. Pixels lower on the screen are drawn on top of pixels higher than them, giving the illusion of being closer to the camera. A white gradient is additionally applied from the top of the screen to make it look more distant. }}} [*NoIntensity] ||
698|| 흐림 || Blurs the screen by creating eight transparent copies of it, and offsetting them by a small amount. Four of them are offset to the cardinal directions, while the remaining four are offset diagonally, such that the 8 copies form a square. The copies in the corners are significally more transparent. The intensity determines the offset distance.
690699{{{#!folding Out-of-bounds effects [ expand · collapse ]
691강도가 음수일 경우: 포스터화가 적용된 상태로 화면 전체의 밝기가 밝아진다.
692강도가 약 1290% 이상일 경우: 화면이 완전히 검은색이 되어 보이지 않는다.
700High magnitude intensity: The copies are offset so much, that each of them can be seen individually.}}} ||
701|| Blur Focus || Applies blur by creating 4 copies of the screen that get further from the center. The effect itself is also stronger near the edges and corners, leaving the center of the screen relatively unblurred. Also stretches the edges of the screen to make the center pop out. Higher intensities cause the blur to strengthen and the edges to thin more.
702{{{#!folding Out-of-bounds effects [ expand · collapse ]
703High magnitude intensity: The edges are thinned into thin lines, making the corners and center take up more space, resulting in an astroid-like shape. Too high intensity values can cause significant lag or crashing.}}} ||
704|| Gaussian Blur || Blurs the screen by splitting the screen into a 5×5 lattice of itself, each with a uniform, low opacity.
705{{{#!folding Out-of-bounds effects [ expand · collapse ]
706High magnitude intensity: The copies are offset so much, that each of them can be seen individually.}}} ||
707|| Hexagon Black || Turns the screen into a hexagonal grid with thin black borders between each tile. Larger intensities increase the size of each hexagon, lowering the screen resolution. The thickness of the black borders seemingly do not change. For low intensity values (approx. −∞ to 20%)[* Might differ depending on monitor resolution.], the grid does not change in any significant way. This also means that the filter does not disapper at 0% intensity. ||
708|| Posterize || Reduces the amount of total colors on screen, merging similar colors into a group.
709{{{#!folding Out-of-bounds effects [ expand · collapse ]
710Negative intensity: The brightness and contrast of the screen increases while also applying the posterize effect.
711At approximately 1290% or higher: The screen turns completely black.
693712}}} ||
694|| 선명화 || ||
695|| 대비 || ||
713|| Sharpen || Reduces the blurriness of the screen by grouping small groups of pixels into adjacent larger ones (effectively reducing the effects of anti-aliasing). Higher intensities cause more grouping of colors. Unlike Posterize, Sharpen does not necessarily reduce the total amount of possible colors on the screen. ||
714|| Contrast || Increases the contrast of the screen.
715{{{#!folding Out-of-bounds effects [ expand · collapse ]
716From 0 to −100: The screen progressively converges to 50% gray, becoming fully gray at −100%.
717From −100 to −200: The screen progressively becomes less gray. The colors are also inverted.
718−200 and onward: The screen contrast increases as normal, but with inverted colors.
719}}} ||
696720|| 검은색 강조 || ||
697721|| 유화 || ||
698722|| 점묘화 || ||
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