Color sparkle shader.
This shader provides color sparkle effect for the entire camera frame. Sparkling consists of picking number of random pixels on the frame and gradually dimming and brightening their colors creating a sparkling effect. Not that unlike CPShimmerShader that produces a random color changes, this shader relies on smooth gradual dimming and brightening. Both effects are visually similar but work differently.
- Value parameters:
Whether to start shader right away. Default value is
Set of color to use for sparking effect. Colors will be randomly chosen for each pixel.
Duration of the effect in milliseconds. By default, the effect will go forever.
Whether apply to the entire camera frame or just the object this shader is attached to.
Optional callback to call when this shader finishes by exceeding the duration specified by
durMsparameter. Default is a no-op.
Percentage of pixels to sparkle at the same time. Default value is
0.04, i.e. 4%. For example, if the camera frame size is 100x50 characters then the default 4% ratio will result in 200 pixels sparkling at any given time.
Predicate allowing to skip certain pixel from the shader. Predicate takes a pixel (with its Z-order), and X and Y-coordinate of that pixel. Note that XY-coordinates are always in relation to the entire canvas. Typically used to skip background or certain Z-index. Default predicate returns
falsefor all pixels.
Number of frames that it takes for entire sparkle cycle from brightening to dimming back.
- See also:
See CPShaderExample class for the example of using shaders.
See org.cosplay.games.pong.CPPongTitleScene game scene for example of using this shader.
Called on each frame pass on scene object that has this shaders attached to it. This callback is called regardless of whether or not the scene object is visible or in camera frame.
Gets the origin of this asset. Typically, this should be a URL, file name or class name for in-code assets like array images, animations or system font.