Nodes/ComfyUI_LC123_nodes/Legend Effects 🪄
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.

By lonecatone23·Created 3 months ago·Updated about 7 hours ago· 58
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)

NameTypeDefaultDescription
imageIMAGE—
effectCOMBOVHS TVThe look. Only its settings show below.
strengthFLOAT1.000–1Blend toward the effect. 1 = full look, 0 = original image.
vhs_curveFLOAT0.750–3How much the old TV screen bulges. 0 = flat, 1 = the original shader's bulge.
vhs_rgb_shiftFLOAT0.0030–0.02Red and blue pulled apart sideways (share of the width).
vhs_scanlinesFLOAT0.180–0.3How dark the scanlines are.
vhs_vignetteFLOAT0.450–1How dark the curved screen gets toward the edges. 0 = none.
pixel_blocksINT1204–1024How many blocks across the picture. Lower = chunkier.
glitch_tearFLOAT0.1200–0.2How far a glitched row slides sideways (share of the width).
glitch_rowsINT3002–400How many horizontal bands the picture is cut into.
glitch_rgb_splitFLOAT0.0200–0.05Red and blue split apart on the glitched rows.
glitch_shareFLOAT0.300–1Share of the rows that glitch. 0.2 = about one in five.
glitch_patternINT110–9999A different set of glitched rows. 0 = the original shader's pattern.
nv_tintSTRING#1AFF66Phosphor colour (hex).
nv_scanlinesFLOAT0.410–0.5How dark the scanlines are.
nv_vignetteFLOAT0.750–1The goggle darkening around the edges. 0 = none.
bp_backgroundSTRING#0D3399Paper colour (hex). Classic blueprint blue.
bp_linesSTRING#FFFFFFLine colour (hex).
bp_edgesFLOAT2.50–10How strongly edges turn into lines. Higher = more detail drawn.
bp_gridINT200–200Grid cells across the width. 0 = no grid.
frost_amountFLOAT0.0150–0.1How thick the frosted glass is (share of the width).
frost_patternINT00–9999A different frost pattern. 0 = the original.
gb_pixelsINT16016–1024Pixels across. The original Game Boy screen was 160.
gb_gapsFLOAT0.300–1How dark the LCD gaps between pixels are. 0 = no gaps.
blur_radiusFLOAT200–20Blur size in pixels (up to 20). Bigger is slower.
blur_edgesFLOAT500–100How strong an edge must be to stay sharp. Low = only soft areas blur, high = almost everything does.
blur_stepINT11–8Skip pixels for speed. 1 = every pixel (best), 2+ = faster and grainier.
morph_operationCOMBOerodeerode shrinks bright areas, dilate grows them, open / close clean small specks, gradient keeps the outlines.
morph_kernelINT33–99Size of the shape that does the work, in pixels.
quant_colorsINT2561–256How many colours are left. Low numbers give a poster look.
quant_ditherCOMBOnoneHow the leftover colours are mixed: none = flat areas, floyd-steinberg = fine noise, bayer = a regular pattern.

Outputs (1)

NameTypeDescription
imageIMAGE—