#What's the deal with custom effects?

1 messages · Page 1 of 1 (latest)

light sequoia
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i've heard Russell / other learned people talking about being able to peek into what prefabs might look like by messing around with custom effects. has anyone poked at this?

worldly horizon
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If you look in <runtime>/bin/FiltersAndEffects/<directory>/project

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then you will see they are just projects

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you can load them into the IDE

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if you want to create your own filter then you need to create an FXB (used by the IDE)

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we currently don't provide the tools for this (though there are plenty of tools out there that could help you)

fleet kraken
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I know someone that has gotten code to be injected via filters + effects

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Something that I’m excited for with prefabs

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Since ideally it should be similar

light sequoia
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what sort of code? GML?

fleet kraken
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GML yeah

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The asset compiler injects the prefab contents while building

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I do wonder though if that includes extensions 🤔

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Should since it adds the whole projects assets

worldly horizon
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yes you can put anything into the project

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if you look at the leaf effect you will see that the movement of the leaves comes from GML code

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(which is why you currently cannot preview them in the IDE)

fleet kraken
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nods

hollow bloom
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i ripped the mosaic shader recently

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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

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i created an empty shader, and copy-pasted whatever was missing and it worked in the end

rocky stream
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where i can find the shader files?

hollow bloom
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gimme a sec i found them recently

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%programdata%\GameMakerStudio2\Cache\runtimes\RUNTIME_VERSION\bin\FiltersAndEffects
had to search back in chat to find out

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@rocky stream

rocky stream
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thanks!!

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now I will see how to implement it haha

hollow bloom
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i copy pasted the mosaic shader, but as i said i had to change it slightly. There seems to be some fluff