Namespace Gamelogic.Fx
Classes
- BoolKeyword
A serialized bool that drives a single shader_feature keyword when true. Subclass and override Keyword to name the keyword - the identity is code, not serialized data, so it can never drift from a renamed shader keyword.
- EnumKeyword<TEnum>
A serialized enum that drives one shader_feature keyword from a fixed set, based on its current value. Subclass and override Keywords to name them (positional, matching the enum's underlying int values; use
"_"for a value that maps to no keyword) - identity is code, not serialized data.
- FloatMatrix
A serializable data-driven dither matrix. Stores an array of normalized float values along with matrix dimensions.
- HexGridKeyword
Drives the
HEX_GRIDkeyword when GridType is Hex. Shared across every effect that offers a hex/rect grid choice (Pixelate, dither bias, ...).
- Interval
Represents an interval of floats.
- IntervalRangeAttribute
Use this on inspector fields of type Interval to limit tha range.
- Keyword
Represents a shader keyword, and whether it is present or not.
- KeywordSet
Represents a set of mutually exclusive keywords of a shader.
- MaterialExtensions
Provides extension methods for configuring materials used by Gamelogic Fx effects. These helpers simplify setting keyword collections, texture tiling, color lists, and kernel parameters in a consistent and centralized way.
- MatrixArray
Represents a two-dimensional matrix stored internally as a flat float array. The matrix layout and interpretation are controlled by the dimensions field.
- RGBMatrix
Three FloatMatrix instances — one per color channel — plus a shared "all-channels" matrix, with a Locked flag that determines which matrices are active.
- RequiresMixboxAttribute
Used to flag components that need Mixbox to work.
- StringKeyword
A serialized string that drives one shader_feature keyword picked from a popup, backed by the same
PropertyDrawerDatavalue-registry used by[StringPopup]fields. Subclass and override RetrieverKey to name the value-list registry key - identity is code, not serialized data.
Interfaces
- IFloatMatrix
Represents a read-only view of a two-dimensional matrix of float values.
- IShaderFeatureKeyword
A serialized field type that drives one or more shader_feature keywords. Implementing this lets GetActiveShaderFeatureKeywords() discover the field via reflection instead of each Properties class listing it by hand.
Enums
- GridType
The cell geometry used by grid-based effects such as pixelation and dither bias.
- Interval.ViewType
Determines how the interval is displayed in the inspector.
- OutlineSource
Ways to select the source for outline edge detection.