ComfyUI Node
Legend Effects 🪄
Legend Effects, in homage to Legendaer: VHS TV, Pixelation, Digital Glitch, Night Vision, Blueprint, Frosted Glass, Gameboy, Edge-Preserving Blur, Morphology and Quantize on one node. Pick a look, dial strength, drag the on-node wipe to compare.
Legend Effects 🪄
- image
- image
◄effectVHS TV►
◄strength1.00►
◄vhs_curve0.75►
◄vhs_rgb_shift0.003►
◄vhs_scanlines0.18►
◄vhs_vignette0.45►
◄pixel_blocks120►
◄glitch_tear0.120►
◄glitch_rows300►
◄glitch_rgb_split0.020►
◄glitch_share0.30►
◄glitch_pattern11►
◄nv_tint#1AFF66►
◄nv_scanlines0.41►
◄nv_vignette0.75►
◄bp_background#0D3399►
◄bp_lines#FFFFFF►
◄bp_edges2.5►
◄bp_grid20►
◄frost_amount0.015►
◄frost_pattern0►
◄gb_pixels160►
◄gb_gaps0.30►
◄blur_radius20►
◄blur_edges50►
◄blur_step1►
◄morph_operationerode►
◄morph_kernel3►
◄quant_colors256►
◄quant_dithernone►
CategoryLC123/image
Inputs (31)
| Name | Type | Default | Description |
|---|---|---|---|
| image | IMAGE | — | |
| effect | COMBO | VHS TV | The look. Only its settings show below. |
| strength | FLOAT | 1.000–1 | Blend toward the effect. 1 = full look, 0 = original image. |
| vhs_curve | FLOAT | 0.750–3 | How much the old TV screen bulges. 0 = flat, 1 = the original shader's bulge. |
| vhs_rgb_shift | FLOAT | 0.0030–0.02 | Red and blue pulled apart sideways (share of the width). |
| vhs_scanlines | FLOAT | 0.180–0.3 | How dark the scanlines are. |
| vhs_vignette | FLOAT | 0.450–1 | How dark the curved screen gets toward the edges. 0 = none. |
| pixel_blocks | INT | 1204–1024 | How many blocks across the picture. Lower = chunkier. |
| glitch_tear | FLOAT | 0.1200–0.2 | How far a glitched row slides sideways (share of the width). |
| glitch_rows | INT | 3002–400 | How many horizontal bands the picture is cut into. |
| glitch_rgb_split | FLOAT | 0.0200–0.05 | Red and blue split apart on the glitched rows. |
| glitch_share | FLOAT | 0.300–1 | Share of the rows that glitch. 0.2 = about one in five. |
| glitch_pattern | INT | 110–9999 | A different set of glitched rows. 0 = the original shader's pattern. |
| nv_tint | STRING | #1AFF66 | Phosphor colour (hex). |
| nv_scanlines | FLOAT | 0.410–0.5 | How dark the scanlines are. |
| nv_vignette | FLOAT | 0.750–1 | The goggle darkening around the edges. 0 = none. |
| bp_background | STRING | #0D3399 | Paper colour (hex). Classic blueprint blue. |
| bp_lines | STRING | #FFFFFF | Line colour (hex). |
| bp_edges | FLOAT | 2.50–10 | How strongly edges turn into lines. Higher = more detail drawn. |
| bp_grid | INT | 200–200 | Grid cells across the width. 0 = no grid. |
| frost_amount | FLOAT | 0.0150–0.1 | How thick the frosted glass is (share of the width). |
| frost_pattern | INT | 00–9999 | A different frost pattern. 0 = the original. |
| gb_pixels | INT | 16016–1024 | Pixels across. The original Game Boy screen was 160. |
| gb_gaps | FLOAT | 0.300–1 | How dark the LCD gaps between pixels are. 0 = no gaps. |
| blur_radius | FLOAT | 200–20 | Blur size in pixels (up to 20). Bigger is slower. |
| blur_edges | FLOAT | 500–100 | How strong an edge must be to stay sharp. Low = only soft areas blur, high = almost everything does. |
| blur_step | INT | 11–8 | Skip pixels for speed. 1 = every pixel (best), 2+ = faster and grainier. |
| morph_operation | COMBO | erode | erode shrinks bright areas, dilate grows them, open / close clean small specks, gradient keeps the outlines. |
| morph_kernel | INT | 33–99 | Size of the shape that does the work, in pixels. |
| quant_colors | INT | 2561–256 | How many colours are left. Low numbers give a poster look. |
| quant_dither | COMBO | none | How the leftover colours are mixed: none = flat areas, floyd-steinberg = fine noise, bayer = a regular pattern. |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| image | IMAGE | — |