Shaders (WIP) - travisgamemaker/FNF-PsychEngineTGMix GitHub Wiki

Shaders

this'll show you how to use shaders

  • camera - the thing you want to set the shader on (ex: dad, boyfriend, gf, gameHud, camGame)

addChromaticAbberationEffect(camera:String, chromeOffset:Float = 0.005)

adds a chromatic abberation effect onto the camera in camera

  • chromeOffset - distance of the colors from the character

addScanlineEffect(camera:String, lockAlpha:Bool=false)

adds scanlines onto the camera in camera

  • lockAlpha - set to true to prevent shader from changing alpha values, false by default

addGrainEffect(camera:String, grainSize:Float, lumAmount:Float, lockAlpha:Bool=false)

adds a static-like effect onto the camera in camera

  • grainSize - the size of the grain
  • lumAmount - how bright the grain is
  • lockAlpha - does the same thing it does in addScanlineEffect

addTiltshiftEffect(camera:String, blurAmount:Float, center:Float)

is supposed to add a blur effect onto the camera in camera but it doesn't for some reason

  • blurAmount - the amount of blur applied
  • center - the center of the blur

addVCREffect(camera:String, glitchFactor:Float = 0.0,distortion:Bool=true, perspectiveOn:Bool=true, vignetteMoving:Bool=true)

adds a VCR effect onto the the camera in camera (the shader used in sunshine in the sonic.exe mod)

  • glitchFactor - how far the screen moves (up is negative values)
  • distortion - if true allows the screen to move, true by default
  • perspectiveOn - if true warps the edges of the screen inwards, true by default
  • vignetteMoving - adds vignette, true by default

addGlitchEffect(camera:String, waveSpeed:Float = 0.1,waveFrq:Float = 0.1,waveAmp:Float = 0.1)

adds the background effect from dave & bambi onto the camera in camera

  • waveSpeed - how fast the waves go
  • waveFrq - frequency of waves
  • waveAmp - how much the waves affect the camera

addPulseEffect(camera:String, waveSpeed:Float = 0.1,waveFrq:Float = 0.1,waveAmp:Float = 0.1)

does the same thing as above but a lil bit different. or i think that's what it does because it doesn't work.

all variables are the same as the one above

addDistortionEffect(camera:String, waveSpeed:Float = 0.1,waveFrq:Float = 0.1,waveAmp:Float = 0.1)

same thing as above but different. still doesn't work.

same variables

addInvertEffect(camera:String, lockAlpha:Bool=false)

inverts the colors of the camera in camera

  • lockAlpha - does the same thing it does in addScanlineEffect

addGreyscaleEffect(camera:String)

makes the camera in camera black and white!

addGrayscaleEffect(camera:String)

does the same thing as addGreyscaleEffect

add3DEffect(camera:String, xrotation:Float=0, yrotation:Float=0, zrotation:Float=0, depth:Float=0)

makes the camera in camera 3D! (doesn't make them a 3D model, just rotates the image and messes up sprites if it's an animated sprite (that would be cool tho))

  • xrotation - rotation on the x axis
  • yrotation - rotation on the x axis
  • zrotation - rotation on the x axis
  • depth - zoom of the image

addBloomEffect(camera:String, intensity:Float = 0.35, blurSize:Float=1.0)

adds a bloom effect onto the camera in camera

  • intensity - how intense the bloom is
  • blurSize - how much it'll blur the light parts

addHueShiftEffect(camera:String, hueCol:Float = 0, satCol:Float = 0, valCol:Float = 0)

so y'know how you can change the colors of arrows in the options menu? this does that but to the camera in camera

  • hueCol - hue shift
  • satCol - saturation shift
  • valCol - value/brightness shift

clearEffects(camera:String)

removes all shaders from the camera in camera. either you remove them all, or you remove none of them.