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A great assortment of shaders. If you are taking ideas for future packs, I would love to have one like RedactedSimple but where the color is behind the text instead of covering it up. Would be useful for a highlighter or whiteout/correction tape/fluid effect.

Oh, yeah, that's such a good idea and it didn't occur to me to do that.  Give me a few minutes and I'll push an update.

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Donezo.  Redownload MVNTextShaderTags and MVNTSV1 for the new effects.  You can customize them either by altering the tags or making your own via the instructions in MVNTextShaderTags or by altering the defaults in MVNTSV1 if you feel like braving the shader declarations.


This now includes the HighlightSimple and HighlightRecolor shaders.  Highlight simple just applies the requested effect without altering the original text.  HighlightRecolor gives you control over the original color as well to make it a single tag operation to use rather than needing to stack a dozen tags for legible highlighted text.

{hl}{/hl} does a simple highlight using a yellow highligher by default.

u__highlightcolor defines the color of the highlight if you make your own tag for it.

{hlrc}{/hlrc} does the same thing, but recolors the original text in the same tag.

u__highlightcolor and u__textcolor define the highlight and the text color respectively

Oh, haha, that was fast. Thanks again for the great work!

I just want to inform you that WebGL doesn’t play well with one of the shaders. I’m in the last day of a jam so I can’t pinpoint exactly which, but I have it narrowed to one of these: burning for small text/glow/blueburning

The error message is something along the line of “x cannot be initialized with non-constant expression”. Will add more later.

I pushed an update the other day for an integer issue, but I haven't seen that particular error in my testing.  If you ever get the full error I'd be interested in seeing it.

youve done it again 😏

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Those glow and burn effects are really cool! Thank you so much for this!

One thing I've noticed is that, in fonts where characters might overlap, there's a black vertical line in the shader effect:

 

Would there be a way to fix this?

Can you tell me the name of the fonts you're using there and the version of Ren'Py you're on?  I went through and I couldn't reproduce it in 8.3.4 with any of the shaders in the pack, even with the more scripty ones.

My bad, I was running 8.3.0, and updating to 8.3.4 fixed the issue. Thanks for the quick help!

On a different note, is it possible to adjust a variable when using {shader}? For example, if the default glow color is pink, can I turn it blue on demand without setting up a separate GlowBlue shader?

So yes, you can change the variables of the shaders using the method included in the Ren'Py official documentation.  I need to take the time to write up a cheat sheet for the shaders so people can see the variables without needing to dive into rows of code.

https://www.renpy.org/doc/html/textshaders.html#specifying-text-shaders

Most of everything is customizable, let me know if there's anything you can't easily change and I'll see if I can make an update to expose it or make some more easily utilized knobs.

Thank you, this is exactly what I was missing!

"{shader=HollowGlow:u__glow_color=#0000BB}" ended up being the solution. I'm so happy about how flexible these shaders are. Thank you again!

Yep, that should cover it!

I need to write up something to help people make variable shor thands for their customizations.  Transforms are a great vehicle for that for displayable shaders but there's not a documented equal for text shaders yet.

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Very useful asset and with good variety too!

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Looking awesome, I looked for so long for a nice glow!!!

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Watch out, y'all, Stella's about to win her own jam with an absolute banger of an entry.

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Another banger. Thank you!

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Oh, this is great. Good work as always, Stella!