Table of Contents

Namespace Gamelogic.Fx

Classes

ApplyDepthCompensationKeyword
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_GRID keyword 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 PropertyDrawerData value-registry used by [StringPopup] fields. Subclass and override RetrieverKey to name the value-list registry key - identity is code, not serialized data.

UseUvMapKeyword
UvAdaptiveBackgroundBlendKeyword

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.