Split the light.
ChromaticAberrationNode samples the same render texture at
separate red, green, and blue coordinates to expose lens-like color fringing.
Preparing the scene pass, output transform, and channel offsets…
- backend
- —
- architecture
- —
- view
- —
- strength
- —
- center
- —
- frame ms
- —
- sample
- WAITING
The CA node is active and samples red, green, and blue at separate coordinates.
Run a bounded sample after selecting an output; the sample reports average and p95 frame time.
scene → output
center + offset
centered
center − offset
graph 0
The node measures each fragment's distance from the configured center, scales the channel UVs, and samples alpha from the original UV.
The official example feeds a tone-mapped scene pass into renderOutput before the CA node and exposes static uniform values.
Derived from the official chromatic aberration example, ChromaticAberrationNode, RenderPipeline, and TSL docs. Use ?forceWebGL=1 to inspect the direct WebGL2 fallback.
The renderer could not initialize.