Vision FX - Unity Asset Store - Nephasto

A collection of screen effects to increase the juice of your games quickly and easily.

🕹️ Demo  🛒 Store


All the effects can be added to your game camera by searching for the components within ‘Image Effects/Nephasto/Vision FX’. They should all appear if you search for ‘Vision’ as well.


Once you’ve added the selected effect, you’ll see something like this:


In all effects you can vary its intensity with ‘Amount’ (1). They all have a zone (2) in which you can configure them.

If you activate the checkbox of ‘Color’ (3) you will be able to change the brightness, contrast, gamma, hue and saturation of the screen.

If you click on ‘[doc]’ (4), you will go to the online documentation and clicking on ‘Reset’ (5) all its parameters will return to their default values. Now we will see each effect and how to configure it.



This effect creates the classic lines that accentuate the sense of speed that you will have seen in many anime. Its parameters are:


If you activate ‘Aspect ratio’ (1) the lines will form a circle, regardless of the screen resolution. You can adjust its length (2) and its radius (3) as well as its speed (4) of change. You can change its filo with ‘Frequency’ (5) and smooth with ‘Softness’ (6).

You can also add noise to it by raising the ‘Noise’ (8) bar. Finally you can change its color with ‘Color’ (9).



Creates a blurry vision effect. Its parameters are:


The number of frames used to calculate the effect increases the feeling of image blur, but also affects performance. You can adjust it in ‘Frames’ (1). Normally all available frames are used, but if you want to skip some, add quanta in ‘Step’ (2). To improve performance you can decrease the resolution of the frames using in ‘Resolution’ (3) although doing so will surely lower the quality of the effect.



It simulates in a very visual way the damage that the player has received. Its parameters are:


Change the amount of damage received in ‘Damage’ (1). The softness of the edges can be adjusted in ‘Definition’ (2). You can also adjust its brightness (3) and the distortion (4) it produces in the background image.

Select one of the many formulas available in ‘Blend’ (5) to set the operation that is used to blend the effect with the background image. The last parameter you can adjust is the color (6).

Double vision


Double vision, its parameters are:


In each axis you can modify the intensity of the effect (1) and its speed (2).



Has your player had too much to drink? punish him with this effect. Its parameters are:


Adjust the image warp with ‘Drunkeness’ (1). You can also change its speed (3) and amount of displacement (3). Add a swing to the camera with ‘Swinging’ (4). Modify its speed with ‘Speed’ (5).

To increase the chromatic aberration, modify ‘Aberration’ (6) and vary with ‘Speed’ (7) the speed of change. Finally you can simulate a blink with ‘Vignette’ (8) and modify its rhythm with ‘Speed’ (9).

Very high values of this effect can make the player dizzy.



Warp the screen with fisheye / anti-fisheye. Its parameters are:


If ‘Barrel’ (1) has positive values, a deformation fisheye (growing pomp) will be applied, with negative values anti-fisheye (center moving away) will be used.

You can modify the center of the deformation with ‘Center’ (2). If you change it, black areas may appear, you can change this color with ‘Background’ (3).



Mimics the first-person view of strange creatures. Its parameters are:


With ‘Focus’ (1) you can move the center of the effect. Adjust the aperture with ‘Aperture’ (2) and its size with ‘Zoom’ (3). You can add a FOV change to the affect by activating ‘Change FOV’ (4).

Vary the speed with ‘Speed’ (5). If you want not to affect the screen resolution, activate ‘Aspect ratio’ (6).

As for the color, you can change both the inner part (7) and the outer part (8).



It mimics the reprographic technique used in newspaper and comic printing. Its parameters are:


You can adjust both the size (1) and the angle (2) used to create the dot pattern. The intensity can be changed with ‘Strength’ (3). If the dot pattern does not seem correct, try adjusting the sensitivity (4).

Finally you can change the type of operation (5) used to blend the dot pattern with the original image.



Highlight the edges with a color. Its parameters are:


You can resize the border with ‘Edge’ (1) and also its color (2). With ‘Blend’ (3) you can set the type of operation used to blend the edges with the original image.



Amplify the sensation of impacts with this effect. Its parameters are:


You can modify the amount of displacement (1) and the intensity (2) of the effect.



What happens when the player drinks potions of doubtful origin. Its parameters are:


With ‘Speed’ (1) you can modify the speed of the effect. The intensity of the noise can be changed with ‘Definition’ (2).

The stronger the effect, the more chromatic aberration it causes in the original image. You can adjust the intensity with ‘Displacement’ (4).

With ‘Blend’ (4) you can set the type of operation used to blend the noise with the original image.


All the code is inside the namespaceNephasto.VisionFXAsset’. The first thing you should do is import the namespace:

 using Nephasto.VisionFXAsset;


The effect classes are inside the ‘Nephasto / VisionFX / Runtime’ folder, they all start with ‘Vision’. If ‘myCamera’ is a valid camera and you want to add the ‘VisionAnime’ effect to it, you can do something like this:

 VisionAnime visionAnime = mycamera.gameObject.AddComponent<VisionAnime>();


For more information, consult the code of each effect and the attached demo.

Any questions or suggestions you have, I will be happy to answer you in