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Shader Effects III
The ShaderFX engine allows trigger screen shaders and post-processing filters through datapack events based on combat context.
Place your configuration files here:
assets/<namespace>/shader_packet/*.json
| 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 |
- 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.
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)
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]
}
}
}
]
}[LINK]
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)
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
}
}
}
]
}[LINK]
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)
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
}
}
}
]
}[LINK]
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, default0.0) - 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)
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
}
}
}
]
}[LINK]
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])
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]
}
}
}
]
}[LINK]
EF: Extended Datapacks
📦 Data
🧰 Core
👁️ Visuals
- Zoom Types
- Weapon Models per Style
- Advanced Swing Trails
- Weapons Passive Particles
- Shader Effects I
- Shader Effects II
- Shader Effects III
⚔️ Combat
🗝️ Skill Builder
🛠️ Innate Builder
- Simple Innate Skills
- Holdable Innate Skills
- Conditional Innate Skills
- Conditional Data Innate Skills
- Conditional Holdable Innate Skills
- Sequential Innate Skills
- Per Combo Innate Skills
- Combo Innate Skills
🗡️ Animation Operations
- Animation Operations
- Animation Properties
⚙️ Third-Party