Everything about installing, licensing, and shipping with StencilWorks. Can't find it? Ask in Discord.
StencilWorks targets Unreal Engine 5.5 and 5.6. New engine releases are supported shortly after each launch — see the Changelog for current engine compatibility.
No. StencilWorks integrates entirely through post-process materials and the bundled material function nodes — there’s no actor to place, and no C++ dependency required for typical use.
Buy the plugin on Fab, install to your target engine version from the Epic Games Launcher, and enable StencilWorks in your .uproject. Then open Project Settings → StencilWorks and turn on the buffers you want upscaled. See Basic Setup for full instructions.
StencilWorks is sold on Fab under the standard Fab plugin licence — one-time purchase, commercial use permitted, lifetime updates within the major version.
StencilWorks targets TSR (Temporal Super Resolution) specifically — the stabilization passes are tuned to TSR’s reprojection and history model. DLSS / FSR are not supported in the current release.
Only the buffers you enable run their stabilization pass — SceneDepth, CustomDepth, and CustomStencil each toggle independently in project settings. The Max Size and Upscale Factor knobs cap the backing texture size and the percentage of the SecondaryView size each pass targets, so you can dial the cost to your frame budget.
It’s a CustomStencil-only option. When enabled, the upscaled CustomStencil pass only considers stencil bits on pixels that are visible in scene depth — geometry occluded by other objects won’t contribute to the stabilized buffer, which is what you want for outlines and masks that should respect occlusion.
Yes — any of the 8 stencil bits can have its own SDF, closest-point, and closest-direction generation, enabled per-bit in project settings. Combining multiple bits in materials is straightforward, and is the recommended way to build compound effects like outlines that interact with different categories of object.
The community and maintainer are active in Discord, and issues live on GitHub.