STENCILWORKS · UE 5.5

Stabilized depth & stencil.
Then take them further.

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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UE 5.5  supported 14  C++ classes Win / Mac / Linux / PS5 / XSX  targets
viewport — stencil_works
StencilWorks demo — stencil-clipped face overlaid with custom-depth bit labels
bits 8 pass TSR-stable 60 fps
// Built for production post-processing — outlines, masks, depth-driven effects, and stencil-defined interaction zones.
// FEATURES

Stencil and depth, stabilized and supercharged.

[ scene-depth ]

Stabilized Scene Depth

Upscale and temporally accumulate SceneDepth after TSR. Depth-driven fog, DOF, and outlines stop jittering across frames.

[ custom-depth ]

Stabilized Custom Depth

TSR-aware upscale + temporal accumulation on CustomDepth. Selective post effects stay rock-steady at native quality.

[ custom-stencil ]

Stabilized Custom Stencil

Reprojected, accumulated CustomStencil that survives TSR. Eight-bit stencil masks no longer flicker on motion or thin geometry.

[ sdf ]

Closest-Stencil Distance Field

Per-pixel signed distance to the nearest stencil edge — positive outside, negative inside — for each of the 8 stencil bits.

[ closest-point ]

Closest stencil point

Per-pixel position of the nearest point on the stencil mask. Drives soft outlines, glow falloff, and distance-based fades.

[ direction ]

Edge-direction field

Per-pixel vector pointing toward the closest stencil edge. Motion-aware outlines, ripples, and interaction fields.

[ post-process ]

Drop-in scene view extension

A built-in scene view extension drives every pass. Enable the plugin, plug a material function into a post-process material, done.

[ shaders ]

Material function library

Bundled material functions for outlines, glows, fades, and per-bit stencil masking. Plug them into any post-process material.

[ platforms ]

Console-ready C++

14 C++ classes across two modules. Win64, Mac, Linux, PS5, and XSX target platforms out of the box. Win + Mac dev hosts.

// HOW IT WORKS

One scene view extension. Any post-process material.

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 ↗
  1. 01

    Enable the plugin.

    Drop StencilWorks into your project's Plugins/ folder (or install from Fab) and tick the runtime + shaders modules. The scene view extension self-registers.

  2. 02

    Pick what to stabilize.

    Per-pass toggles control SceneDepth, CustomDepth, and CustomStencil stabilization independently. Run only what your effect chain needs.

  3. 03

    Sample in materials.

    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.

Ship sharper post effects.

Available on Fab under the standard plugin licence. Single-purchase, lifetime updates within the major version.