Engine API Reference - v2.24.0-beta.13
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    Class VignetteEffect

    The vignette effect, a postprocessing technique that darkens the image edges, creating a gradual falloff in brightness from the center outward. The effect can be also reversed, making the center of the image darker than the edges, by specifying the outer distance smaller than the inner distance.

    Applied in display-referred space, after tone mapping, so that the vignette colour is reached exactly regardless of the tone mapping in use.

    Every CameraFrame constructs and registers one, available as CameraFrame#vignette.

    Hierarchy (View Summary)

    Index
    cameraFrame: CameraFrame | null = null

    The camera frame the effect is registered with, or null.

    color: Color = ...

    The color of the vignette effect. Defaults to black.

    curvature: number = 0.5

    The curvature of the vignette effect, 0.01-10 range. The vignette is rendered using a rectangle with rounded corners, and this parameter controls the curvature of the corners. Value of 1 represents a circle. Smaller values make the corners more square, while larger values make them more rounded. Defaults to 0.5.

    The graphics device.

    enabled: boolean = true

    Whether the effect is enabled. An effect can additionally disable itself from its own parameters, see CameraFrameEffect#active.

    inner: number = 0.5

    The inner distance of the vignette effect measured from the center of the screen, 0-3 range. This is where the vignette effect starts. Value larger than 1 represents the value off screen, which allows more control. Defaults to 0.5, representing half the distance from center.

    intensity: number = 0

    The intensity of the vignette effect, 0-1 range. Defaults to 0, making it disabled.

    outer: number = 1

    The outer distance of the vignette effect measured from the center of the screen, 0-3 range. This is where the vignette reaches full intensity. Value larger than 1 represents the value off screen, which allows more control. Defaults to 1, representing the full screen.

    • get active(): boolean

      Gets whether the effect contributes to the frame. A zero intensity disables it, the intensity being the effect's on/off control.

      Returns boolean

    • get cameraExposureScale(): number

      Gets the scale the effect applies to the exposure of the camera this frame, multiplying the exposure of the scene, or of the physical camera with physical units - for effects adapting the exposure to what the camera sees. Read every frame while the effect takes part, after CameraFrameEffect#frameUpdate; the camera frame applies the product of the scales of the effects taking part, and the camera renders with its own exposure again once none does. Defaults to 1.

      // an effect brightening the image by one stop
      get cameraExposureScale() {
      return 2;
      }

      Returns number

    • get chunkName(): string

      Gets the name the compose chunk can be overridden under in ShaderChunks, the same way as the built-in chunks. Derived from the id as compose<Id>PS unless given.

      Returns string

    • get defineName(): string

      Gets the define set on the compose shader while the effect is active: the id in upper snake case, colorEnhance giving COLOR_ENHANCE.

      Returns string

    • get entryPoint(): string

      Gets the name of the function the composition calls at the effect's slot. Derived from the id as apply<Id> unless given. The signature depends on the slot: colour slots take (vec3 color, vec2 uv) and return the colour, COMPOSESLOT_SCENE takes and returns a vec4.

      Returns string

    • get requires(): string[]

      Gets the frame resources the effect needs, the FRAMERESOURCE_* constants - for its passes, or for its compose chunk, such as the scene depth. The camera frame provides them while the effect is active. Requirements which depend on the device are computed when constructing the effect; override this as a getter when they depend on a parameter, and the camera frame provides what it returns from the next CameraFrame#update.

      Returns string[]

    • get slot(): string | null

      Gets the compose slot the entry function is called at, or null for an effect that does not take part in the composition.

      Returns string | null

    • Destroys the effect, removing it from its camera frame if it is still registered and releasing everything it owns, the passes it created included. Subclasses which create resources in their constructor release them in an override, calling super.destroy(). The removal takes effect for the frames rendered after the next CameraFrame#update, which is due before the next frame renders.

      Returns void

    • Called every frame while the effect takes part in the frame, while the frame is being prepared and before any pass renders, with the values of that frame. Most effects do not need it: their configuration belongs in CameraFrameEffect#update, which runs only when the camera frame is updated. Values derived from the resolution, which can change without an update, are computed here from the sizes in the frame, or in the shader from sceneTextureSize. Anything which changes over time advances here by the time of the frame, its dt.

      Parameters

      Returns void

    • Sets a define on the compose shader. The define persists until changed, so fixed defines can be set once in the constructor and those depending on the parameters from CameraFrameEffect#update. A value of false, null or undefined removes it. Changing a define rebuilds the compose shader.

      Parameters

      • name: string

        The define name.

      • value: any

        The value.

      Returns void