MANU
  • Quick Start Guide
  • Learn
    • Manual
      • Installing MANU
      • Welcome Screen
      • Workspace Modes
        • Edit Mode
        • Animation Mode
        • Game Mode
      • Scene Panel
      • Main Toolbar
      • Primitives
      • Collider
      • Lights
      • Speaker
      • Importing 3D Objects
      • Main Character
      • Camera
      • Transforms
      • Materials
        • Texture Maps
          • Difuse/Albedo
          • Alpha
          • Normal
          • Ambient Occlusion
          • Roughness
          • Metalness
          • Emissive
        • Basic
        • Matcap
        • PBR
        • Glass
        • Glow
        • Texture Tiling
        • Texture Offset
        • Cast Shadow
        • Opacity type
          • Opaque
          • Transparency
          • Cutout
      • Physics
        • Static Objects
        • Dynamic Objects
        • Kinematic Objects
        • Ghost Objects
        • Disabling Object's Rigidbody
        • Collider
      • Animation Timeline
      • Triggers
        • On Launch Scene
        • Key
        • Collision
        • Animation
        • State Machine
        • Comparsion
        • Game Flow
        • Trigger
        • Object Enabled
        • Network
      • State Machine
        • State Machine — Example
      • Game Flow
      • Prefabs and Assets
      • Gravity
      • Sky
      • Variables
        • Number
        • Boolean
        • Object
        • Tag
      • Tags
      • Lightmapping
      • Paint Group
      • Export Game & Assets
        • Export Games to MANU Marketplace
        • Export Assets to Marketplace
        • Export Game on Mobile devices
        • Export Game on disk
      • Lightmapping
      • Post Processing
        • Depth of Field (DOF)
        • Chromatic Aberrations
        • Bloom
        • Color Correction
        • Screen Space Ambient Occlusion (SSAO)
        • Screen Space Local Reflections (SSLR)
    • Tutorials
    • Formulas
    • Keyboard shortcuts
  • More
    • FAQ
    • Contact Support
    • Changelog
Powered by GitBook
On this page

Was this helpful?

  1. Learn
  2. Manual
  3. Post Processing

Chromatic Aberrations

PreviousDepth of Field (DOF)NextBloom

Last updated 2 years ago

Was this helpful?

Chromatic aberration also makes the image on the screen cinematic. This post process creates an established image of the lens in our brain. Seeing this image, we understand that we are now looking through the camera.

Chromatic aberration is related to the color effect that occurs on the edges of the lenses. The lens has a non-uniform thickness. Therefore, light travels different distances through the lens (in the medium) and exits in some places refracted at different frequencies. Different frequency means different wavelengths and different colors. As a result, colored edge effects (or rainbow effect) appear on the lenses.

Such effects can be noticed if you look through a camera or a telescope.

Scale

This post process has only one parameter - Scale. When you increase this parameter, the picture begins to blur and display in such a way that a rainbow appears at the edges of the image. This rainbow is a dispersion, which is called aberration.