Difference between revisions of "EffectShader"

251 bytes added ,  05:08, 2 June 2017
→‎Notes: This happened when building a conc spell applied by a cloak effect, with 3 magic effects, 1 shader per. I ended up having to split it into 3 different cloaks, 3 conc spells, 1 shader per.
imported>DavidJCobb
(→‎Fill / Texture Effect: amplitude is a multiplier)
imported>DavidJCobb
(→‎Notes: This happened when building a conc spell applied by a cloak effect, with 3 magic effects, 1 shader per. I ended up having to split it into 3 different cloaks, 3 conc spells, 1 shader per.)
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== Notes ==
== Notes ==
* Remember that your shaders are (generally) triggered by spells; those spells can have unintuitive effects on how the shader behaves, breaking the behavior of the various fade options. It's best to test your EffectShaders independently by using the ''PlayMagicShader'' and ''StopMagicShader'' console commands; both run on an actor and take the form ID of a shader.
* Remember that your shaders are (generally) triggered by spells; those spells can have unintuitive effects on how the shader behaves, breaking the behavior of the various fade options. It's best to test your EffectShaders independently by using the ''PlayMagicShader'' and ''StopMagicShader'' console commands; both run on an actor and take the form ID of a shader.
** In some particularly bizarre cases, magic effects that trigger on different conditions can break each other's shaders if they're part of the same spell; yet they and their shaders work perfectly fine if they're separated out into different spells.


[[Category:Object Classes]]
[[Category:Object Classes]]
[[Category:Special Effect]]
[[Category:Special Effect]]
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