Post-processing for Mac games.

Ambient occlusion, depth of field, bloom and colour grading — running natively on Metal, in games that never shipped with them.

Get the betamacOS 14 or later · Apple Silicon

What it adds

Effects that know how far away things are.

A colour filter only ever sees a flat picture. Patina hands shaders the game's depth buffer, so the shadow lands in the corner where two walls meet and the distance actually falls out of focus.

Ambient occlusion

Contact shadow where surfaces meet — the thing that stops a scene looking like flat cardboard.

Depth of field

Focus falls off with real distance, so a screenshot reads like a photograph rather than a render.

Colour and bloom

Grade the whole frame, or let light bleed the way a lens does. Adjust it while the game is running.

They're the shaders you already know. Patina compiles the same .fx files PC players have used for years — SweetFX, qUINT, Depth3D, prod80's colour work — and if you already have a preset, it opens.

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In the game

Tune it while you're playing.

Press Home and Patina opens on top of the game. Turn effects on, drag a slider, watch the frame change underneath you.

Or don't start from scratch at all. Presets are ordinary ReShade files, so a look someone else built opens straight into your game — and the one you land on can go back out the same way.

Getting started

Point it at a game and play.

Patina finds what you have installed, tells you which games it can work with, and sets one up in a click. No file paths, no terminal.

Your originals are backed up first, and removing Patina puts every game back.

Patina is in private beta.

Free while it's in beta, and a one-time purchase after — never a subscription. Leave your email and you'll get a key when the next round opens.

macOS 14 or later · Apple Silicon · One email when your key is ready, nothing else.

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One email when a place opens up, and nothing else.

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Your address wasn't recorded. Write to patina@bizar.re and you go on the list by hand.