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CG-Lion Studio edited this page Oct 19, 2020 · 15 revisions
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CG-Lion Cyber-Enhancement shader for Unreal Engine 4 written by Oded Erell (c)2020

cgl_ppm_cyber_enhance is an HLSL custom node for Unreal Engine 4 designed to be used within a Post Process Material to produce a customizable cyber-style magnification effect for game development.

Video demo of the shader

More info on the CG-Lion website

UE4 custom node input parameters:

Shading system inputs:

ColorIn: Input pixel color - UE4 SceneTexture node set to PostProcessInput0

Coords: UV coordinates of the image plane - UE4 TexCoords node set to channel 0

Time: Game time input - UE4 Time node

Custom shader inputs:

These parameters control the design and state of the effect, And should be either defined as prameters to be set in a UE4 material instance, or connected to parameters in a UE4 Material Parameter Collection for dynamic control via C++ or Blueprint

Factor: Distortion factor 0.0 - 1.0 value used to control the magnification effect

Size: Distortion size as a 0.0 - 1.0 percent of the screen plane

Magnification: The amount of magnification at the main effect area

ColorGraphics: The color of the magnify effect graphics

ColorMult: Color multiplier for the magnified area color - white is neutral

ColorDesat: The amount at which the magnified area color is desaturated - 0.0 - 1.0

AnimSpeedMin: Rotation animation speed at Factor 0.0

AnimSpeedMax: Rotation animation speed at Factor 1.0

Variables read from the wrapping UE4 HLSL shader:


Functions called from the wrapping UE4 HLSL shader:




The magnification only works correctly in full-screen view mode.


  1. Copy the shader file to the Engine/Shaders folder in the Unreal Engine Installation Folder.
  2. Create a Post Process material.
  3. Create a custom node including this shader: #include "/Engine/cgl_ue4_ppm_cyber_enhance.usf" return 0;
  4. Add the needed inputs to to the custom node (see list above)
  5. Connect the custom node to the Emissive_Color input of the material.
  6. To control the effect dynamically, Create a Material Parameter Collection with suitable parameters, connect them to the node's inputs, update them during game-play via Blueprint.

Quicker way to do 3, 4: Copy the Blueprint code here:

Ans paste it into the material to generate the needed nodes setup.