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Shader Effects III

Sleys edited this page Oct 25, 2026 · 2 revisions

The ShaderFX engine allows trigger screen shaders and post-processing filters through datapack events based on combat context.

📁 File Location

Place your configuration files here:
assets/<namespace>/shader_packet/*.json


📄 File Structure & Schema

Field Description Valid Options
category Target weapon category (Required). e.g., epicfight:sword
trigger_item Targeted item id. Defaults to all if missing. "all" or "modid:item_id"
activation_type The root gameplay trigger context. "Skill", "Style", "Animation"
effect The effect in question with its respective data. All shaders

🔄 Matrix (Valid Pairings)

  • Skill ➡️ When a skill is active, primarily of the time type for Weapon Innate (Like Longsword).
  • Style ➡️ As long as the configured style is the same as the one that holds the item.
  • Animation ➡️ At the moment an animation is executed.

Color Wave Distortion

Supported in: Skill (Hold), Style (Hold), Animation (Oneshot)

Parameters:

  • time_in (Fade-in duration)
  • time_out (Fade-out duration)
  • time_hold (Duration the effect remains active)
  • amplitude (Wave height displacement, default 0.01)
  • frequency (Wave density across screen, default 16.0)
  • speed (Wave movement speed, default 0.1)
  • color (R, G, B Integer array)
  • colorStrength (Tint overlay opacity/intensity, default 0.0)

Color Wave Distortion - Example

This generates color waves rising across the screen.

{
  "shader_packet": [
    {
      "category": "antitheus",
      "trigger_item": "wom:antitheus",
      "activation_type": "style",
      "effect": {
        "style": "ochs",
        "color_wave_distortion": {
          "time_in": 15,
          "time_out": 20,
          "amplitude": 0.0001,
          "frequency": 16,
          "speed": 0.1,
          "colorStrength": 0.1,
          "color":  [0, 0, 0]
        }
      }
    }
  ]
}

🎥 In-Game Showcase

[LINK]


Screen Distortion

Supported in: Skill (Hold), Style (Hold), Animation (Oneshot)

Parameters:

  • time_in (Fade-in duration)
  • time_out (Fade-out duration)
  • time_hold (Duration the effect remains active)
  • amplitude (Displacement magnitude, default 0.01)
  • ringWidth (Thickness/width of the expanding ripple ring, default 1.0)
  • speed (Expansion rate of the wave outward, default 1.0)

Screen Distortion - Example

Distorts the screen as if a heavy object fell into water, propagating a radial wave out to the edges.

{
  "shader_packet": [
    {
      "category": "impact",
      "trigger_item": "all",
      "activation_type": "animation",
      "effect": {
        "animation": "wom:biped/skill/napoleon_verdun",
        "elapse": 1.1,
        "screen_distortion": {
          "time_in": 10,
          "time_hold": 10,
          "time_out": 10,
          "amplitude": 0.01,
          "ringWidth": 0.05,
          "speed": 0.05
        }
      }
    }
  ]
}

🎥 In-Game Showcase

[LINK]


Wave Distortion

Supported in: Skill (Hold), Style (Hold), Animation (Oneshot)

Parameters:

  • time_in (Fade-in duration)
  • time_out (Fade-out duration)
  • time_hold (Duration the effect remains active)
  • amplitude (Distortion magnitude, default 0.01)
  • frequency (Wave frequency/density, default 16.0)
  • speed (Propagation speed, default 0.1)

Wave Distortion - Example

Generates subtle heat-wave ripples propagating across the view.

{
  "shader_packet": [
    {
      "category": "greatsword",
      "trigger_item": "wom:solar",
      "activation_type": "style",
      "effect": {
        "style": "ochs",
        "wave_distortion": {
          "time_in": 15,
          "time_out": 20,
          "amplitude": 0.002,
          "frequency": 16,
          "speed": 0.1
        }
      }
    }
  ]
}

🎥 In-Game Showcase

[LINK]


Color Grade

Supported in: Skill (Hold), Style (Hold), Animation (Oneshot)

Parameters:

  • time_in (Fade-in duration)
  • time_out (Fade-out duration)
  • time_hold (Duration the effect remains active)
  • saturation (Color saturation multiplier. 1.0 = normal, < 1.0 = desaturated, > 1.0 = vibrant, default 0.0)
  • temperature (Warmth vs coolness adjustment offset. Positive = warm/amber, Negative = cool/blue, default 0.0)
  • brightness (Luminance offset added to rendered pixel RGB values, default 1.0)
  • contrast (Tonal contrast adjustment multiplier, default 1.0)

Color Grade - Example

Adjusts overall image tone, warmth, contrast, and color vibrancy using a custom grading pass.

{
  "shader_packet": [
    {
      "category": "greatsword",
      "trigger_item": "wom:solar",
      "activation_type": "style",
      "effect": {
        "style": "ochs",
        "color_grade": {
          "time_in": 15,
          "time_out": 15,
          "saturation": 1.0,
          "temperature": 0.3,
          "brightness": 0.0,
          "contrast": 1.0
        }
      }
    }
  ]
}

🎥 In-Game Showcase

[LINK]


Bloom

Supported in: Skill (Hold), Style (Hold), Animation (Oneshot)

Parameters:

  • time_in (Fade-in duration)
  • time_out (Fade-out duration)
  • time_hold (Duration the effect remains active)
  • intensity (Brightness multiplier of glow bleed, default 1.0)
  • threshold (Luminance threshold before pixels start blooming, default 0.0)
  • softness (Smoothing knee width around threshold transition, default 0.4)
  • radius (Gaussian blur sampling radius spread, default 2.0)
  • color (R, G, B Integer tint vector, default [255, 255, 255])

Bloom - Example

Extracts bright areas above a luminance threshold and bleeds a soft colored radiance across screen elements.

{
  "shader_packet": [
    {
      "category": "torment",
      "trigger_item": "wom:tormented_mind",
      "activation_type": "style",
      "effect": {
        "style": "ochs",
        "bloom": {
          "time_in": 20,
          "time_out": 10,
          "intensity": 0.4,
          "threshold": 0.0,
          "softness": 0.4,
          "radius": 1.0,
          "color": [255, 120, 80]
        }
      }
    }
  ]
}

🎥 In-Game Showcase

[LINK]

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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