Difference between revisions of "EffectShader"

2,004 bytes added ,  12:06, 17 October 2018
→‎Notes: bad command names
imported>DavidJCobb
imported>DavidJCobb
(→‎Notes: bad command names)
 
(5 intermediate revisions by the same user not shown)
Line 111: Line 111:


''Alpha Pulse Amplitude''
''Alpha Pulse Amplitude''
:: How noticeable the pulsation of the shader is. Relevant only when one of the blend modes has been set to Source (inverted) Alpha.
:: How noticeable the pulsation of the shader is; a multiplier applied to the ''Full'' or ''Persistent Alpha Ratio''. Relevant only when one of the blend modes has been set to Source (inverted) Alpha.


''Alpha Pulse Frequency''
''Alpha Pulse Frequency''
:: How often the shader exhibits a pulse. It may be easier to consider that the period of any given pulse would be 1 second divided by the frequency of the pulses (i.e. larger values give shorter pulses, decimal values below 1 give longer pulses).  
:: How often the shader exhibits a pulse. It may be easier to consider that the period of any given pulse would be 1 second divided by the frequency of the pulses (i.e. larger values give shorter pulses, decimal values below 1 give longer pulses).


''Texture Animation Speed (U, V)''
''Texture Animation Speed (U, V)''
Line 120: Line 120:


''Texture Scale (U, V)''
''Texture Scale (U, V)''
:: A larger value will repeat the texture more frequently on the surface of the target object.  
:: A larger value will repeat the texture more frequently on the surface of the target object.
 
{{InDepth|Here's an explanation of the alpha/opacity values for those who find prose easier to understand:
 
When a shader is first applied, it immediately uses ''Full Alpha Ratio'' as its opacity for ''Full Alpha Time''; after that, the shader fades in from ''Full Alpha Ratio'' to ''Persistent Alpha Ratio'' over ''Alpha Fade Out Time''. Over the course of the shader's lifetime (including during fades), the opacity will vary by up to ''Alpha Pulse Ratio'' (multiplied by the ''Full'' or ''Persistent Alpha Ratio'') at a rate of ''Alpha Pulse Frequency'' times per second. When the shader is removed from a reference, it will always fade out from its current opacity to zero over ''Alpha Fade Out Time''.
 
The fade-in behavior changes if the ''Persistent Alpha Ratio'' is greater than the ''Full Alpha Ratio'': in this case, the shader will instantly switch from ''Full Alpha Ratio'' to ''Persistent Alpha Ratio'' at the end of the ''Full Alpha Time''. This is implied by the names of the settings -- "full," as in "maximum," alpha ratio -- but it's still not necessarily what one might expect, and it's definitely the less useful behavior.}}




Line 126: Line 132:
:: Press the Edit button to add a texture instead of using a solid color. To remove an image file, press this button and cancel the dialogue window that appears.
:: Press the Edit button to add a texture instead of using a solid color. To remove an image file, press this button and cancel the dialogue window that appears.
''Palette Texture''
''Palette Texture''
:: Press the Edit button to ?
:: Press the Edit button to define a palette texture. The exact function of this texture is unknown, but if one isn't defined, your shader ''may'' not work.


''Ignore Alpha''
''Ignore Alpha''
Line 314: Line 320:


''Scale Out Time:'' The time it takes for the debris models to scale out (from End Scale to Start Scale).
''Scale Out Time:'' The time it takes for the debris models to scale out (from End Scale to Start Scale).
== 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 ''PlayMagicShaderVisuals'' (''PMS'') and ''StopMagicShaderVisuals'' (''SMS'') 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]]
Anonymous user