Image Effects — Filters, Generators, Composites

In Corona, visual effects can be applied to display objects with unprecedented ease. This guide contains a list of all built-in shader effects. Alternatively, to create your own custom effects, please refer to the Custom Shader Effects guide.

Note

In addition to the built-in shader effects below, you can write/implement custom effects. Please see the Custom Shader Effects guide for details.

Filter Effects

Filter effects operate on a single texture/image, specified by the filter name (string) as the effect property of object.fill or object.stroke:

object.fill.effect = "[filter]"
object.stroke.effect = "[filter]"

Most filters can be adjusted via optional parameters. These parameters, and the acceptable values, vary for each specific filter as defined below.

Filter parameters can be explicitly set after the filter is applied, or even over the course of a gradual transition. For example:

-- Set a "sepia" filter with a non-default intensity
object.fill.effect = "filter.sepia"
object.fill.effect.intensity = 0.2

-- Transition the filter to full intensity over the course of 2 seconds
transition.to( object.fill.effect, { time=2000, intensity=1 } )
 → 

filter.bloom

Renders fringes of light which extend from the borders of bright areas in an image, giving the illusion of an extremely bright light overwhelming the view.

  • levels.white — default = 0.843 ; min = 0 ; max = 1
  • levels.black — default = 0.565 ; min = 0 ; max = 1
  • levels.gamma — default = 1 ; min = 0 ; max = 1
  • add.alpha — default = 1 ; min = 0 ; max = 1
  • blur.horizontal.blurSize — default = 8 ; min = 2 ; max = 512
  • blur.horizontal.sigma — default = 128 ; min = 2 ; max = 512
  • blur.vertical.blurSize — default = 8 ; min = 2 ; max = 512
  • blur.vertical.sigma — default = 128 ; min = 2 ; max = 512
object.fill.effect = "filter.bloom"

object.fill.effect.levels.white = 0.8
object.fill.effect.levels.black = 0.4
object.fill.effect.levels.gamma = 1
object.fill.effect.add.alpha = 0.8
object.fill.effect.blur.horizontal.blurSize = 20
object.fill.effect.blur.horizontal.sigma = 140
object.fill.effect.blur.vertical.blurSize = 20
object.fill.effect.blur.vertical.sigma = 240
 → 

filter.blur

object.fill.effect = "filter.blur"
 → 

filter.blurGaussian

  • horizontal.blurSize — default = 8 ; min = 2 ; max = 512
  • horizontal.sigma — default = 128 ; min = 2 ; max = 512
  • vertical.blurSize — default = 8 ; min = 2 ; max = 512
  • vertical.sigma — default = 128 ; min = 2 ; max = 512
object.fill.effect = "filter.blurGaussian"

object.fill.effect.horizontal.blurSize = 20
object.fill.effect.horizontal.sigma = 140
object.fill.effect.vertical.blurSize = 20
object.fill.effect.vertical.sigma = 140
 → 

filter.blurHorizontal

  • blurSize — default = 8 ; min = 2 ; max = 512
  • sigma — default = 128 ; min = 2 ; max = 512
object.fill.effect = "filter.blurHorizontal"

object.fill.effect.blurSize = 20
object.fill.effect.sigma = 140
 → 

filter.blurVertical

  • blurSize — default = 8 ; min = 2 ; max = 512
  • sigma — default = 128 ; min = 2 ; max = 512
object.fill.effect = "filter.blurVertical"

object.fill.effect.blurSize = 20
object.fill.effect.sigma = 140
 → 

filter.brightness

  • intensity — default = 0 ; min = 0 ; max = 1
object.fill.effect = "filter.brightness"

object.fill.effect.intensity = 0.4
 → 

filter.bulge

Provides the illusion of lens bulging by altering eye-ray direction. Intensity of less than 1 makes the effect bulge inward (concave). Intensity greater than 1 makes the effect bulge outward (convex).

  • intensity — default = 1 ; min = 0 ; max = (none)
object.fill.effect = "filter.bulge"

object.fill.effect.intensity = 1.8
 → 

filter.chromaKey

  • sensitivity — default = 0.4 ; min = 0 ; max = 1
  • smoothing — default = 0.1 ; min = 0 ; max = 1
  • color — default = {1,1,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
object.fill.effect = "filter.chromaKey"

object.fill.effect.sensitivity = 0.1
object.fill.effect.smoothing = 0.3
object.fill.effect.color = { 0.2, 0.2, 0.2, 1 }
 → 

filter.colorChannelOffset

  • xTexels — default = 8 ; min = 0 ; max = (none)
  • yTexels — default = 8 ; min = 0 ; max = (none)
object.fill.effect = "filter.colorChannelOffset"

object.fill.effect.xTexels = 16
object.fill.effect.yTexels = 16
 → 

filter.colorMatrix

Multiplies a source color and adds an offset (bias) to each color component of an image.

  • coefficients — a 4×4 matrix of RGB+A coefficients.
  • bias — default = {0,0,0,0} ; min = {-1,-1,-1,-1} ; max = {1,1,1,1}
object.fill.effect = "filter.colorMatrix"

object.fill.effect.coefficients =
{
    1, 0, 0, 0,  --red coefficients
    0, 1, 0, 0,  --green coefficients
    0, 0, 1, 0,  --blue coefficients
    0, 0, 0, 1   --alpha coefficients
}
object.fill.effect.bias = { 0.6, 0.1, 0, 0 }
 → 

filter.colorPolynomial

Applies a set of cubic polynomials to an image.

  • coefficients — a 4×4 matrix of RGB+A coefficients.
object.fill.effect = "filter.colorPolynomial"

object.fill.effect.coefficients =
{
    0, 0, 1, 0,  --red coefficients
    0, 0, 1, 0,  --green coefficients
    0, 1, 0, 0,  --blue coefficients
    0, 0, 0, 1   --alpha coefficients
}
 → 

filter.contrast

  • contrast — default = 1 ; min = 0 ; max = 4
object.fill.effect = "filter.contrast"

object.fill.effect.contrast = 2
 → 

filter.crosshatch

  • grain — default = 0 ; min = 0 ; max = (none)
object.fill.effect = "filter.crosshatch"

object.fill.effect.grain = 4
 → 

filter.crystallize

  • numTiles — default = 16 ; min = 2 ; max = (none)
object.fill.effect = "filter.crystallize"

object.fill.effect.numTiles = 32
 → 

filter.desaturate

  • intensity — default = 0.5 ; min = 0 ; max = 1
object.fill.effect = "filter.desaturate"

object.fill.effect.intensity = 0.5
 → 

filter.dissolve

  • threshold — default = 1 ; min = 0 ; max = 1
object.fill.effect = "filter.dissolve"

object.fill.effect.threshold = 0.6
 → 

filter.duotone

Increases the tonal range of a grayscale image by using different colors to reproduce distinct gray levels.

  • darkColor — default = {0,0,0.5,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • lightColor — default = {1,0,0,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
object.fill.effect = "filter.duotone"

object.fill.effect.darkColor = { 0.7, 0.3, 0.3, 1 }
object.fill.effect.lightColor = { 1, 0.6, 0.4, 1 }
 → 

filter.emboss

  • intensity — default = 1 ; min = 0 ; max = 4
object.fill.effect = "filter.emboss"

object.fill.effect.intensity = 0.2
 → 

filter.exposure

  • exposure — default = 0 ; min = -10 ; max = 10
object.fill.effect = "filter.exposure"

object.fill.effect.exposure = 1.2
 → 

filter.frostedGlass

  • scale — default = 64 ; min = 1 ; max = (none)
object.fill.effect = "filter.frostedGlass"

object.fill.effect.scale = 140
 → 

filter.grayscale

object.fill.effect = "filter.grayscale"
 → 

filter.hue

  • angle — default = 0 ; min = 0 ; max = 360
object.fill.effect = "filter.hue"

object.fill.effect.angle = 200
 → 

filter.invert

object.fill.effect = "filter.invert"
 → 

filter.iris

  • center — default = {0.5,0.5} ; min = {0,0} ; max = {1,1}
  • aperture — default = 0 ; min = 0 (closed) ; max = 1 (open)
  • aspectRatio — default = 1 ; min = 0 ; max = (none)
  • smoothness — default = 0 ; min = 0 ; max = 1
object.fill.effect = "filter.iris"

object.fill.effect.center = { 0.5, 0.5 }
object.fill.effect.aperture = 0.5
object.fill.effect.aspectRatio = ( object.width / object.height )
object.fill.effect.smoothness = 0.5
 → 

filter.levels

  • white — default = 0.843 ; min = 0 ; max = 1
  • black — default = 0.565 ; min = 0 ; max = 1
  • gamma — default = 1 ; min = 0 ; max = 1
object.fill.effect = "filter.levels"

object.fill.effect.white = 0.5
object.fill.effect.black = 0.1
object.fill.effect.gamma = 1
 → 

filter.linearWipe

  • direction — default = {1,0} ; min = {-1,-1} ; max = {1,1}
  • smoothness — default = 0 ; min = 0 ; max = 1
  • progress — default = 0 ; min = 0 ; max = 1
object.fill.effect = "filter.linearWipe"

object.fill.effect.direction = { 1, 1 }
object.fill.effect.smoothness = 1
object.fill.effect.progress = 0.5
 → 

filter.median

object.fill.effect = "filter.median"
 → 

filter.monotone

  • r — default = 0 ; min = 0 ; max = 1
  • g — default = 0 ; min = 0 ; max = 1
  • b — default = 0 ; min = 0 ; max = 1
  • a — default = 1 ; min = 0 ; max = 1
object.fill.effect = "filter.monotone"

object.fill.effect.r = 1
object.fill.effect.g = 0.2
object.fill.effect.b = 0.5
object.fill.effect.a = 0.5
 → 

filter.opTile

  • numPixels — default = 8 ; min = 0 ; max = (none)
  • angle — default = 0 ; min = 0 ; max = 360
  • scale — default = 2.8 ; min = 0 ; max = (none)
object.fill.effect = "filter.opTile"

object.fill.effect.numPixels = 4
object.fill.effect.angle = 0
object.fill.effect.scale = 3
 → 

filter.pixelate

  • numPixels — default = 4 ; min = 0 ; max = (none)
object.fill.effect = "filter.pixelate"

object.fill.effect.numPixels = 4
 → 

filter.polkaDots

  • numPixels — default = 4 ; min = 4 ; max = (none)
  • dotRadius — default = 1 ; min = 0 ; max = 1
  • aspectRatio — default = 1 ; min = 0 ; max = (none)
object.fill.effect = "filter.polkaDots"

object.fill.effect.numPixels = 16
object.fill.effect.dotRadius = 1
object.fill.effect.aspectRatio = ( object.width / object.height )
 → 

filter.posterize

  • colorsPerChannel — default = 4 ; min = 2 ; max = (none)
object.fill.effect = "filter.posterize"

object.fill.effect.colorsPerChannel = 6
 → 

filter.radialWipe

  • center — default = {0.5,0.5} ; min = {-1,-1} ; max = {1,1}
  • smoothness — default = 0 ; min = 0 ; max = 1
  • axisOrientation — default = 0 ; min = 0 ; max = 1
  • progress — default = 0 ; min = 0 ; max = 1
object.fill.effect = "filter.radialWipe"

object.fill.effect.center = { 0.3, 0.5 }
object.fill.effect.smoothness = 1
object.fill.effect.axisOrientation = 0
object.fill.effect.progress = 0.5
 → 

filter.saturate

  • intensity — default = 1 ; min = 0 ; max = 8
object.fill.effect = "filter.saturate"

object.fill.effect.intensity = 4
 → 

filter.scatter

  • intensity — default = 0.5 ; min = 0 ; max = (none)
object.fill.effect = "filter.scatter"

object.fill.effect.intensity = 0.5
 → 

filter.sepia

  • intensity — default = 1 ; min = 0 ; max = 1
object.fill.effect = "filter.sepia"

object.fill.effect.intensity = 1
 → 

filter.sharpenLuminance

  • sharpness — default = 0 ; min = 0 ; max = 1
object.fill.effect = "filter.sharpenLuminance"

object.fill.effect.sharpness = 1
 → 

filter.sobel

object.fill.effect = "filter.sobel"
 → 

filter.straighten

  • width — default = 1 ; min = 1 ; max = (none)
  • height — default = 1 ; min = 1 ; max = (none)
  • angle — default = 0 ; min = 0 ; max = 360
object.fill.effect = "filter.straighten"

object.fill.effect.width = 10
object.fill.effect.height = 40
object.fill.effect.angle = 20
 → 

filter.swirl

  • intensity — default = 0 ; min = 0 ; max = (none)
object.fill.effect = "filter.swirl"

object.fill.effect.intensity = 0.4
 → 

filter.vignette

  • radius — default = 0.1 ; min = 0 ; max = 1
object.fill.effect = "filter.vignette"

object.fill.effect.radius = 0.1
 → 

filter.vignetteMask

  • innerRadius — default = 0.8 ; min = 0 ; max = 1
  • outerRadius — default = 0.25 ; min = 0 ; max = 1
object.fill.effect = "filter.vignetteMask"

object.fill.effect.innerRadius = 0.7
object.fill.effect.outerRadius = 0.1
 → 

filter.wobble

  • amplitude — default = 10 ; min = (none) ; max = (none)
object.fill.effect = "filter.wobble"

object.fill.effect.amplitude = 80
 → 

filter.woodCut

  • intensity — default = 0.5 ; min = 0 ; max = 1
object.fill.effect = "filter.woodCut"

object.fill.effect.intensity = 0.4
 → 

filter.zoomBlur

  • u (horizontal origin) — default = 0.5 ; min = 0 ; max = 1
  • v (vertical origin) — default = 0.5 ; min = 0 ; max = 1
  • intensity — default = 0.5 ; min = 0 ; max = 1
object.fill.effect = "filter.zoomBlur"

object.fill.effect.u = 0.5
object.fill.effect.v = 0.5
object.fill.effect.intensity = 0.3

Generator Effects

Generator effects are procedurally-generated effects which don't operate on any textures/images. Instead, they generate textures in the fragment shader.

Like filters, generators are specified by the effect name (string) as the effect property of object.fill or object.stroke:

object.fill.effect = "[generator]"
object.stroke.effect = "[generator]"

Most generators can be adjusted via optional parameters. These parameters, and the acceptable values, vary for each specific generator as defined below.

-- Apply a "sunbeams" generator effect
object.fill.effect = "generator.sunbeams"
object.fill.effect.aspectRatio = ( object.width / object.height )

generator.checkerboard

  • color1 — default = {1,0,0,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • color2 — default = {0,0,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • xStep — default = 3 ; min = 1 ; max = (none)
  • yStep — default = 3 ; min = 1 ; max = (none)
object.fill.effect = "generator.checkerboard"

object.fill.effect.color1 = { 0.8, 0, 0.2, 1 }
object.fill.effect.color2 = { 0.2, 0.2, 0.2, 1 }
object.fill.effect.xStep = 8
object.fill.effect.yStep = 8

generator.lenticularHalo

Renders a lenticular halo effect on an object. Although the sample image indicates otherwise, this effect is generated with a transparent alpha background. The seed parameter is used by the random algorithm and is provided as a means to vary the look of the halo.

  • posX — default = 0.5 ; min = 0 ; max = 1
  • posY — default = 0.5 ; min = 0 ; max = 1
  • aspectRatio — default = 1 ; min = 0 ; max = (none)
  • seed — default = 0 ; min = 0 ; max = (none)
object.fill.effect = "generator.lenticularHalo"

object.fill.effect.posX = 0.5
object.fill.effect.posY = 0.5
object.fill.effect.aspectRatio = ( object.width / object.height )
object.fill.effect.seed = 1

generator.linearGradient

  • color1 — default = {1,0,0,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • position1 — default = {0,0} ; min = {0,0} ; max = {1,1}
  • color2 — default = {0,0,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • position2 — default = {1,1} ; min = {0,0} ; max = {1,1}
object.fill.effect = "generator.linearGradient"

object.fill.effect.color1 = { 0.8, 0, 0.2, 1 }
object.fill.effect.position1  = { 0, 0 }
object.fill.effect.color2 = { 0.2, 0.2, 0.2, 1 }
object.fill.effect.position2  = { 1, 1 }

generator.marchingAnts

object.strokeWidth = 2
object.stroke.effect = "generator.marchingAnts"

generator.perlinNoise

  • color1 — default = {1,0,0,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • color2 — default = {0,0,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • scale — default = 8 ; min = 0 ; max = (none)
object.fill.effect = "generator.perlinNoise"

object.fill.effect.color1 = { 0.9, 0.1, 0.3, 1 }
object.fill.effect.color2 = { 0.8, 0.8, 0.8, 1 }
object.fill.effect.scale = 12

generator.radialGradient

Renders a radial gradient on an object. The center_and_radiuses parameter is a table which specifies, in order, the center x, center y, inner radius, and outer radius.

  • color1 — default = {1,0,0,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • color2 — default = {0,0,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • center_and_radiuses — default = {0.5,0.5,0.125,0.25} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • aspectRatio — default = 1 ; min = 0 ; max = (none)
object.fill.effect = "generator.radialGradient"

object.fill.effect.color1 = { 0.8, 0, 0.2, 1 }
object.fill.effect.color2 = { 0.2, 0.2, 0.2, 1 }
object.fill.effect.center_and_radiuses  =  { 0.5, 0.5, 0.25, 0.75 }
object.fill.effect.aspectRatio  = 1

generator.random

object.fill.effect = "generator.random"

generator.stripes

Renders a stripe pattern on an object. The periods parameter is a table which specifies, in order, the width of the first stripe, width of the first empty space, width of the second stripe, and width of the second empty space. The translation parameter specifies the offset position of the pattern.

  • periods — default = {1,1,1,1} ; min = {0,0,0,0}
  • angle — default = 0 ; min = 0 ; max = 360
  • translation — default = 0 ; min = 0 ; max = (none)
object.fill.effect = "generator.stripes"

object.fill.effect.periods = { 8, 2, 4, 4 }
object.fill.effect.angle = 45
object.fill.effect.translation  = 0

generator.sunbeams

Renders a sunbeam effect on an object. Although the sample image indicates otherwise, this effect is generated with a transparent alpha background. The seed parameter is used by the random algorithm and is provided as a means to vary the look of the sunbeam.

  • posX — default = 0.5 ; min = 0 ; max = 1
  • posY — default = 0.5 ; min = 0 ; max = 1
  • aspectRatio — default = 1 ; min = 0 ; max = (none)
  • seed — default = 0 ; min = 0 ; max = (none)
object.fill.effect = "generator.sunbeams"

object.fill.effect.posX = 0.5
object.fill.effect.posY = 0.5
object.fill.effect.aspectRatio = ( object.width / object.height )
object.fill.effect.seed = 0

Composite Effects

Composite effects operate on two textures/images, combined together as a composite paint. Once defined, this composite paint can be used to fill/stroke an object and apply a composite blend effect. A composite paint can consist of two distinct textures/images or the same texture/image upon itself, depending on the effect you want to achieve.

 + 
-- Create the object
local object = display.newRect( 100, 100, 160, 160 )

-- Set up the composite paint (distinct images)
local compositePaint = {
    type="composite",
    paint1={ type="image", filename="image01.png" },
    paint2={ type="image", filename="texture.png" }
}

-- Apply the composite paint as the object's fill
object.fill = compositePaint

-- Set a composite blend as the fill effect
object.fill.effect = "composite.add"
 → 

composite.add

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.add"

object.fill.alpha = 1
 → 

composite.average

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.average"

object.fill.alpha = 1
 → 

composite.colorBurn

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.colorBurn"

object.fill.alpha = 1
 → 

composite.colorDodge

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.colorDodge"

object.fill.alpha = 1
 → 

composite.darken

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.darken"

object.fill.alpha = 1
 → 

composite.difference

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.difference"

object.fill.alpha = 1
 → 

composite.exclusion

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.exclusion"

object.fill.alpha = 0.4
 → 

composite.glow

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.glow"

object.fill.alpha = 1
 → 

composite.hardLight

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.hardLight"

object.fill.alpha = 1
 → 

composite.hardMix

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.hardMix"

object.fill.alpha = 0.2
 → 

composite.lighten

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.lighten"

object.fill.alpha = 0.8
 → 

composite.linearLight

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.linearLight"

object.fill.alpha = 0.4
 → 

composite.multiply

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.multiply"

object.fill.alpha = 1
 → 

composite.negation

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.negation"

object.fill.alpha = 0.3
 → 

composite.normalMapWith1DirLight

This composite effect renders a directional light upon a surface. In this effect, dirLightDirection is a table containing the light direction in texture space. The origin and the growth direction of each axis is the same as described for pointLightPos in composite.normalMapWith1PointLight. This direction vector indicates where the light is coming from, not the direction in which it's going. There's no need to normalize this vector as it's already done internally.

The dirLightColor parameter is a table containing RGB+A values, and ambientLightIntensity specifies the intensity.

  • dirLightDirection — default = {1,0,0} ; min = {0,0,0} ; max = {1,1,1}
  • dirLightColor — default = {1,1,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • ambientLightIntensity — default = 0 ; min = 0 ; max = (none)
object.fill = compositePaint
object.fill.effect = "composite.normalMapWith1DirLight"

object.fill.effect.dirLightDirection = { 1, 0, 0 }
object.fill.effect.dirLightColor = { 0.3, 0.4, 1, 0.8 }
object.fill.effect.ambientLightIntensity = 1
 → 

composite.normalMapWith1PointLight

This composite effect renders a point light upon a surface. In this effect, pointLightPos is a table containing the light position in texture space. This {x,y,z} origin is the upper left corner {0,0,0}. Positive x moves to the right, positive y moves towards the bottom, and positive z moves "out of the screen" towards the viewer, representing the distance from the surface. There's no maximum value for z, but typically this value will be between 0 and 1.

The pointLightColor parameter is a table containing RGB+A values, and ambientLightIntensity specifies the intensity from 0 (dark) to 1 (full brightness).

The attenuationFactors parameter is a table containing the diffuse light's distance attenuation factors. In this case, {x,y,z} are the constant, linear, and quadratic attenuation factors. Note that distance attenuation does not affect ambient light intensity. For a better understanding of attenuation factors, read about Falloff and Attenuation of Light.

  • pointLightPos — default = {1,0,0} ; min = {0,0,0} ; max = {1,1,1}
  • pointLightColor — default = {1,1,1,1} ; min = {0,0,0,0} ; max = {1,1,1,1}
  • ambientLightIntensity — default = 0 ; min = 0 ; max = (none)
  • attenuationFactors — default = {0.4,3,20} ; min = {0,0,0}
object.fill = compositePaint
object.fill.effect = "composite.normalMapWith1PointLight"

object.fill.effect.pointLightPos = { 0, 1, 1 }
object.fill.effect.pointLightColor = { 1, 0.4, 0.5, 1 }
object.fill.effect.ambientLightIntensity = 1.2
object.fill.effect.attenuationFactors = { 0.4, 3, 0 }
 → 

composite.overlay

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.overlay"

object.fill.alpha = 1
 → 

composite.phoenix

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.phoenix"

object.fill.alpha = 0.5
 → 

composite.pinLight

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.pinLight"

object.fill.alpha = 1
 → 

composite.reflect

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.reflect"

object.fill.alpha = 1
 → 

composite.screen

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.screen"

object.fill.alpha = 1
 → 

composite.softLight

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.softLight"

object.fill.alpha = 1
 → 

composite.subtract

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.subtract"

object.fill.alpha = 0.8
 → 

composite.vividLight

  • alpha — default = 1 ; min = 0 ; max = 1
object.fill = compositePaint
object.fill.effect = "composite.vividLight"

object.fill.alpha = 1


Device-Specific Limitations

Hardware Support

The following visual effects require modern GPUs (Graphics Processing Units) and they may not function properly on all devices.

To check the GPU capabilities of a device, test it via system.getInfo( "gpuSupportsHighPrecisionFragmentShaders" ):

if ( system.getInfo( "gpuSupportsHighPrecisionFragmentShaders" ) ) then
    -- This device should support all effects
else
    -- This device may have problems with certain effects
end

If the device supports high-precision fragment shaders, you can override the default shader precision for all OpenGL ES shaders as outlined here.

Rendering Execution

Certain parameters have a direct influence on the execution time of an effect. This applies to both the initial rendering and any re-execution events. For example, if an object is moved/transitioned, the effects applied to it are re-executed. Thus, you should be careful when setting the parameters of an effect, especially those like "filter.blurGaussian". If possible, we recommend that you test applicable projects on actual devices.