Members
(inner) shader_layers :shader_layers
- Description:
- Dictionary abstracting all shader layers into readable values
- Source:
Dictionary abstracting all shader layers into readable values
Type:
Methods
(inner) bulge(strength, radius, duration, easing, center, offset_x, offset_y)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
strength |
number
|
|
How strong the effect is |
radius |
number
|
|
How large the effect is |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
center |
group
|
|
Center group of bulge |
offset_x |
number
|
0
|
Offset X of bulge |
offset_y |
number
|
0
|
Offset Y of bulge |
(inner) chromatic(target_x, target_y, duration, easing)
- Description:
- Applies chromatic aberration
- Source:
Parameters:
Name |
Type |
Default |
Description |
target_x |
number
|
|
Effect strength on X axis |
target_y |
number
|
|
Effect strength on Y axis |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
(inner) glitch(strength, duration, easing, speed, slice_height, max_slice_x_off, max_col_x_off, max_col_y_off)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
strength |
number
|
|
How strong the glitch effect is |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
speed |
number
|
1
|
How fast the glitch effect is |
slice_height |
number
|
1
|
How high up objects get slices |
max_slice_x_off |
number
|
1
|
How much objects get sliced |
max_col_x_off |
number
|
1
|
Max offset for color effect on X axis |
max_col_y_off |
number
|
1
|
Max offset for color effect on Y axis |
(inner) grayscale(target, tint_channel, duration, easing, use_lum)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
target |
number
|
|
How much of filter to apply |
tint_channel |
color
|
|
Color channel to tint towards |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
use_lum |
boolean
|
false
|
Uses different grayscale conversions |
(inner) hue_shift(degrees, duration, easing)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
degrees |
number
|
|
How much colors should shift |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
(inner) invert_color(target, duration, easing, rgb, tween, clamp)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
target |
number
|
|
|
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
easing How smoothly the effect should start |
rgb |
array
|
|
Color to use to customize filter color |
tween |
boolean
|
|
Makes transitions smoother |
clamp |
boolean
|
|
Limits RGB values to 1 |
(inner) pixelate(target_x, target_y, duration, easing, snap_grid, hard_edges)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
target_x |
number
|
|
How strong effect is on X axis |
target_y |
number
|
|
How strong effect is on Y axis |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
snap_grid |
boolean
|
false
|
Makes pixels align with game camera |
hard_edges |
boolean
|
false
|
Whether to use hard edges |
(inner) sepia(target, duration, easing)
- Description:
- Source:
Parameters:
Name |
Type |
Default |
Description |
target |
number
|
|
How much of filter to apply |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
(inner) shader_layer(min_layer, max_layer)
- Description:
- Defines the layers that shader effects can use
- Source:
Parameters:
Name |
Type |
Description |
min_layer |
shader_layer
|
Lowest layer shaders can use |
max_layer |
shader_layer
|
Highest layer shaders can use |
(inner) split_screen(target_x, target_y, duration, easing)
- Description:
- Splits screen into sections
- Source:
Parameters:
Name |
Type |
Default |
Description |
target_x |
number
|
|
How many sections to add on X axis |
target_y |
number
|
|
How many sections to add on Y axis |
duration |
number
|
0
|
How long it takes to start the effect |
easing |
easing
|
|
How smoothly the effect should start |
Type Definitions
shader_layer
- Source:
Type:
shader_layers
- Description:
- An object representing all shader layers
- Source:
Properties:
Name |
Type |
Description |
BG |
shader_layer
|
Background layer |
MG |
shader_layer
|
Midground layer |
B5 |
shader_layer
|
Background layer 5 |
B4 |
shader_layer
|
Background layer 4 |
B3 |
shader_layer
|
Background layer 3 |
B2 |
shader_layer
|
Background layer 2 |
B1 |
shader_layer
|
Background layer 1 |
P |
shader_layer
|
Player layer |
T1 |
shader_layer
|
Top layer 1 |
T2 |
shader_layer
|
Top layer 2 |
T3 |
shader_layer
|
Top layer 3 |
T4 |
shader_layer
|
Top layer 4 |
G |
shader_layer
|
Ground layer |
UI |
shader_layer
|
UI layer |
MAX |
shader_layer
|
Maximum layer |
An object representing all shader layers
Type: