Uploaded June 2024 | Updated September 2026, 2 weeks ago
In this video we take a look at how to create a Post Process Effect in Unreal to emulate a low bitrate, lossy video, and glitching effects through various techniques that can be used to start making more complex data moshing effects.
This video will also go over how we can create a render target, assign it to material which gets used within a Post Process all by only using blueprints.
3:50 - Render Targets & Material Assignment With Blueprints
25:15 - Pixelation Effect
43:00 - Quantize Effect
49:15 - Blur/Offset Effect
58:00 - Buzzing/Glitching Artifacts
In this video you will learn how to do the following:
1. Pixelate A Image Using UVs
2. Quantize Colors (Reduce Color Range)
3. Separate Color Channels With Animation/Flicker Using Noise
4. Accumulation Blur/Offset
5. Create/Assign Render Targets With Blueprints
Notes
To clarify, generating a render target for such a effect is not needed. This is covered to go over how creating a render target through blueprints can be done. This may be useful in some cases but if you are just wanting the screen data you can also access this in HLSL in Unreal using SceneTextureLookup.
As mentioned in Comments ScreenPosition node and UV will work for viewport as well without issues. It will show incorrectly in the Material Preview but work for the viewport.
Eg. SceneTextureLookup(uv, 14, false);
where 14 is the scene texture ID, this is covered in this video youtube.com/watch?v=PXLgkxRizPI
HLSL Tutorial Series:
youtube.com/playlist?list=PLoHLpVCC9RmMMmW5eP1aAyJrTjxd46rx_
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Computer Graphics, Post Processing, HLSL Post Process, HLSL Tutorials, Shader Coding, Graphics Programming, HLSL For Beginners, Data Moshing, Glitching, Bitrate, Quantize, Color Depth, Accumulation Blur, Chromatic Aberration, Pixelation
In this video we take a look at how to create a Post Process Effect in Unreal to emulate a low bitrate, lossy video, and glitching effects through various techniques that can be used to start making more complex data moshing effects.
This video will also go over how we can create a render target, assign it to material which gets used within a Post Process all by only using blueprints.
3:50 - Render Targets & Material Assignment With Blueprints
25:15 - Pixelation Effect
43:00 - Quantize Effect
49:15 - Blur/Offset Effect
58:00 - Buzzing/Glitching Artifacts
In this video you will learn how to do the following:
1. Pixelate A Image Using UVs
2. Quantize Colors (Reduce Color Range)
3. Separate Color Channels With Animation/Flicker Using Noise
4. Accumulation Blur/Offset
5. Create/Assign Render Targets With Blueprints
Notes
To clarify, generating a render target for such a effect is not needed. This is covered to go over how creating a render target through blueprints can be done. This may be useful in some cases but if you are just wanting the screen data you can also access this in HLSL in Unreal using SceneTextureLookup.
As mentioned in Comments ScreenPosition node and UV will work for viewport as well without issues. It will show incorrectly in the Material Preview but work for the viewport.
Eg. SceneTextureLookup(uv, 14, false);
where 14 is the scene texture ID, this is covered in this video youtube.com/watch?v=PXLgkxRizPI
HLSL Tutorial Series:
youtube.com/playlist?list=PLoHLpVCC9RmMMmW5eP1aAyJrTjxd46rx_
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Computer Graphics, Post Processing, HLSL Post Process, HLSL Tutorials, Shader Coding, Graphics Programming, HLSL For Beginners, Data Moshing, Glitching, Bitrate, Quantize, Color Depth, Accumulation Blur, Chromatic Aberration, Pixelation




