Chromatic Aberration

The Chromatic Aberration shader simulates the color fringing that occurs when a lens fails to focus all wavelengths to the same point. It splits the image into its red, green, and blue channels and offsets them along a configurable angle.

Parameters

Intensity

RangeDefaultStep
0–5050.1

Controls how far the RGB channels are separated in pixels. Higher values produce more dramatic color splitting.

Angle

RangeDefaultUnit
0–3600Degrees

The direction of the channel offset. At 0° the red channel shifts right and blue shifts left. Rotate to change the split direction.

Falloff

RangeDefaultStep
0–100.01

Controls how much the effect concentrates at the edges versus the center:

ValueBehavior
0Uniform — same intensity across the entire image
0.5Moderate — effect is stronger at edges, reduced at center
1.0Maximum — effect only visible near the edges
Info

Falloff creates a natural lens-like look where the center of the image stays sharp while edges show color fringing.

Keyframing

All three parameters support numeric interpolation:

  • Animate intensity from 0 to peak for a glitch-in effect
  • Animate angle for a rotating chromatic sweep
  • Animate falloff to shift between uniform and edge-focused fringing

Use Cases

  • Retro/VHS aesthetic — Low intensity (2–5), no falloff
  • Glitch effect — Keyframe intensity with sudden spikes
  • Lens simulation — Moderate intensity (5–10) with high falloff (0.7–1.0)
  • Psychedelic — High intensity (20+), animate angle over time

Technical Notes

  • Single-pass fragment shader
  • Samples the texture three times per pixel (once per RGB channel) with offset based on intensity and angle
  • Falloff is computed as a radial gradient from the center of the canvas