#What's the deal with custom effects?
1 messages · Page 1 of 1 (latest)
If you look in <runtime>/bin/FiltersAndEffects/<directory>/project
then you will see they are just projects
you can load them into the IDE
if you want to create your own filter then you need to create an FXB (used by the IDE)
we currently don't provide the tools for this (though there are plenty of tools out there that could help you)
I know someone that has gotten code to be injected via filters + effects
Something that I’m excited for with prefabs
Since ideally it should be similar
what sort of code? GML?
GML yeah
The asset compiler injects the prefab contents while building
I do wonder though if that includes extensions 🤔
Should since it adds the whole projects assets
yes you can put anything into the project
if you look at the leaf effect you will see that the movement of the leaves comes from GML code
(which is why you currently cannot preview them in the IDE)
nods
i ripped the mosaic shader recently
though i had to change the shaders code to make it work, it was missing some variables normally in the vertex shader or something not sure
i created an empty shader, and copy-pasted whatever was missing and it worked in the end
where i can find the shader files?
gimme a sec i found them recently
%programdata%\GameMakerStudio2\Cache\runtimes\RUNTIME_VERSION\bin\FiltersAndEffects
had to search back in chat to find out
@rocky stream
i copy pasted the mosaic shader, but as i said i had to change it slightly. There seems to be some fluff