Stencil-aware post-processing for Unreal Engine 5 — temporally stable SceneDepth, CustomDepth, and CustomStencil after TSR, plus a Closest-Stencil Distance Field generator that makes whole new effect classes practical.
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Upscale and temporally accumulate SceneDepth after TSR. Depth-driven fog, DOF, and outlines stop jittering across frames.
TSR-aware upscale + temporal accumulation on CustomDepth. Selective post effects stay rock-steady at native quality.
Reprojected, accumulated CustomStencil that survives TSR. Eight-bit stencil masks no longer flicker on motion or thin geometry.
Per-pixel signed distance to the nearest stencil edge — positive outside, negative inside — for each of the 8 stencil bits.
Per-pixel position of the nearest point on the stencil mask. Drives soft outlines, glow falloff, and distance-based fades.
Per-pixel vector pointing toward the closest stencil edge. Motion-aware outlines, ripples, and interaction fields.
A built-in scene view extension drives every pass. Enable the plugin, plug a material function into a post-process material, done.
Bundled material functions for outlines, glows, fades, and per-bit stencil masking. Plug them into any post-process material.
14 C++ classes across two modules. Win64, Mac, Linux, PS5, and XSX target platforms out of the box. Win + Mac dev hosts.
StencilWorks runs as an engine scene view extension — no actors to place, no setup steps to forget. Enable the plugin, and the stabilized buffers plus per-bit SDF outputs become available as inputs to any post-process material.
Read the integration guide ↗Drop StencilWorks into your project's Plugins/ folder (or install from Fab) and tick the runtime + shaders modules. The scene view extension self-registers.
Per-pass toggles control SceneDepth, CustomDepth, and CustomStencil stabilization independently. Run only what your effect chain needs.
Use the bundled material functions inside any post-process material to read stabilized buffers, the closest-stencil SDF, the closest point, and the closest-edge direction — per stencil bit.
I build custom features, extensions, and integrations on top of my own plugins — by the person who wrote them. Two ways to run it, depending on whether you want to own the result.
A feature or integration built specifically for your project. The source is yours outright and stays private to your team — it doesn't ship to anyone else.
The same work, but it lands in StencilWorks itself and ships to everyone in a later release. You get it first and direct where it goes — at a lower cost, because it isn't exclusive.
Available on Fab under the standard plugin licence. Single-purchase, lifetime updates within the major version.