> For the complete documentation index, see [llms.txt](https://docs.shadersource.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.shadersource.io/assets-and-plugins/texture-tools/how-to-use-5.4+/quick-tutorials/tutorial-texture-filters.md).

# Tutorial: Texture Filters

This guide provides a detailed walkthrough for using the **Texture Filters** job. This is a versatile utility job that allows you to apply a wide variety of common post-processing effects and artistic filters to your textures, such as blurs, sharpening, edge detection, and painterly effects.

## 1. Setting Up the Texture Filters Job

1. In the main **Texture Tools** window, click the **Add Job** button.
2. From the dropdown menu, select **Job: Texture Filters**.
3. A new "Texture Filters" job will be added to the job queue. Select it to see its properties in the Details panel.

<figure><img src="/files/QlqlJMTTFjE0EtafjYJQ" alt=""><figcaption></figcaption></figure>

## 2. Providing the Input Texture

The Texture Filters job operates on a single input texture.

* In the **Input** viewport on the left, drag and drop the texture you wish to modify from the Content Browser into the **INPUT TEXTURE** slot.

## 3. Configuring the Filter

All the settings for this job are located in the **Input Settings** category in the Details panel.

### Selecting a Filter

The most important setting is the **Texture Filter Type** dropdown. This determines which effect will be applied to your image. When you select a filter, its specific parameters will appear below the dropdown, allowing you to fine-tune the effect.

### Filter Types and Parameters

Here is a breakdown of each available filter and its unique settings.

#### **Simple Blur**

Applies a basic, uniform blur to the image.

* **Blur Distance:** Controls the radius or "spread" of the blur effect.
* **Blur Steps:** The number of samples used to create the blur. Higher values result in a smoother, higher-quality blur but are more performance-intensive.

<figure><img src="/files/OVQQqHnlNLoEiTTsQvbq" alt=""><figcaption></figcaption></figure>

#### **Spiral Blur**

Creates a blur effect that twists in a spiral pattern from the center of the image.

* **Blur Distance & Steps:** Controls the base amount of blur.
* **Radial Blur Steps:** The number of steps taken along the spiral path.
* **Radial Blur Offset:** Controls the tightness of the spiral.
* **Radial Blur Kernal Power:** Adjusts the intensity of the blur along the spiral.

<figure><img src="/files/FUBgANk16oM8oHg4sTAa" alt=""><figcaption></figcaption></figure>

#### **Motion Blur / Motion Blur With Chromatic Shift**

Applies a directional blur to simulate movement. The "Chromatic Shift" version adds a color fringe effect for a more stylistic look.

* **Blur Distance & Steps:** Controls the length and quality of the blur streaks.
* **Motion Blur Vector:** An X/Y value that sets the direction of the blur. For example, `(X=1, Y=0)` creates a horizontal blur to the right.

<figure><img src="/files/k3uuq7VHuepon7VxQzoF" alt=""><figcaption></figcaption></figure>

#### **Sharpen**

Enhances the details and edges in the texture, making it appear crisper.

* **Sharpen Amount:** The intensity of the sharpening effect.
* **Sample Offset:** The distance (in pixels) used to compare pixels for the sharpening calculation.

<figure><img src="/files/MaEuTGp0pyCiCCiGFiG4" alt=""><figcaption></figcaption></figure>

#### **Pixelate**

Reduces the texture to a grid of large, solid-colored blocks for a retro, pixel-art look.

* **Pixel Resolution:** The number of "pixels" along the width of the texture. A lower value results in larger, chunkier pixels.

<figure><img src="/files/ixoonBqFIClIesPN7DA9" alt=""><figcaption></figcaption></figure>

#### **Edge Detection**

Creates a line-art version of the texture by detecting the edges between light and dark areas.

* **Edge Transition:** Controls the softness or hardness of the detected edges.
* **Shader Resolution:** The internal resolution used for the edge detection calculation.
* **Luminance:** A color value used to weigh the importance of the R, G, and B channels when detecting edges.
* **Background Color:** The color of the non-edge areas.
* **Line Color:** The color of the detected edge lines.

<figure><img src="/files/DOzoQg85CVSGRBNgIlAj" alt=""><figcaption></figcaption></figure>

#### **Toon**

Reduces the number of colors in the image to create a cel-shaded or "toon" look.

* **Toon Amount:** Controls the number of color bands or "steps" in the final image.

<figure><img src="/files/ETzV9plB85C98JYAAQAr" alt=""><figcaption></figcaption></figure>

#### **Kuwahara (Painterly)**

A non-linear filter that smooths the image while preserving edges, creating a stylized, painterly, or watercolor-like effect.

* **Kuwahara Radius:** The size of the sampling area. Larger values create a more abstract, painterly look but are more computationally expensive.
* **Kuwahara Blur Blend:** Blends a slight blur into the final result to soften the effect. `0` is no blur, `1` is full blur.

<figure><img src="/files/80IHebmf54da8LjboOcs" alt=""><figcaption></figcaption></figure>

## 4. Generating the Filtered Texture

1. Once you have selected your filter and configured its parameters, ensure the **Texture Filters** job is selected in the job queue.
2. Click the main **Run Selected Job** button.
3. The tool will apply the filter to your input texture. The new texture asset will be saved to the path specified in the **Generate Settings** category with the `_Filter` suffix.
