01

Getting started

Which engine versions are supported?

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.

Do I need C++ to use it?

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.

How do I install it?

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.

02

Licensing & pricing

How is StencilWorks licensed?

StencilWorks is sold on Fab under the standard Fab plugin licence — one-time purchase, commercial use permitted, lifetime updates within the major version.

03

Technical

Does it work with DLSS or FSR?

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.

How much does each upscaled buffer cost?

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.

What does "Ignore Hidden by Depth" do?

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.

Can I generate distance fields for all 8 stencil bits?

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.

Still stuck?

The community and maintainer are active in Discord, and issues live on GitHub.