Table of Contents

Class DitherMatrixBiasProperties

Namespace
Gamelogic.Fx.Dithering.PostProcessing.Effects
Assembly
Gamelogic.Fx.Dithering.dll

Shader properties for the dither matrix bias post-processing effect.

[Serializable]
public class DitherMatrixBiasProperties : ShaderProperties
Inheritance
DitherMatrixBiasProperties
Inherited Members

Properties

DitherAmountMax

Gets or sets the maximum dither bias, in the range [-1, 1].

public float DitherAmountMax { get; set; }

Property Value

float

DitherAmountMin

Gets or sets the minimum dither bias, in the range [-1, 1].

public float DitherAmountMin { get; set; }

Property Value

float

LevelCount

Gets or sets the number of quantization levels per color channel.

public int3 LevelCount { get; set; }

Property Value

int3

MatrixB

Gets or sets the dither matrix for the blue channel.

public FloatMatrix MatrixB { get; set; }

Property Value

FloatMatrix

MatrixG

Gets or sets the dither matrix for the green channel.

public FloatMatrix MatrixG { get; set; }

Property Value

FloatMatrix

MatrixR

Gets or sets the dither matrix for the red channel.

public FloatMatrix MatrixR { get; set; }

Property Value

FloatMatrix

PixelSize

Gets or sets the size of the dither pattern in pixels.

public Vector2 PixelSize { get; set; }

Property Value

Vector2

ShaderName

Gets the name of the shader used by this property set.

public override string ShaderName { get; }

Property Value

string

Remarks

This name is passed to the internal shader lookup system when the properties are enabled. It should match the full shader path as defined in the shader file.

Smoothness

Gets or sets the smoothness of the dither transition, in the range [0, 1].

public float Smoothness { get; set; }

Property Value

float

Methods

SetMaterialProperties(Material)

Applies all shader-related properties to the given material.

public override void SetMaterialProperties(Material effectMaterial)

Parameters

effectMaterial Material

Remarks

Subclasses should override this method and set all relevant shader uniforms (for example, floats, vectors, colors, textures, and keywords).