Difference between revisions of "EffectShader"

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''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''
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{{InDepth|Here's an explanation of the alpha/opacity values for those who find prose easier to understand:
{{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'' 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''.
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.}}
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.}}
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''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]]
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