ShadowFXPipeline
The Shadow FX Pipeline.
The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker,
offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows
help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.
A Shadow effect is added to a Game Object via the FX component:
const sprite = this.add.sprite();
sprite.postFX.addShadow();
Constructor
new ShadowFXPipeline(game)
Parameters
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | A reference to the Phaser Game instance. |
Scope: static
Extends
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L11
Since: 3.60.0
Inherited Members
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
From Phaser.Renderer.WebGL.WebGLPipeline:
- active
- activeBuffer
- activeTextures
- batch
- bytes
- config
- currentBatch
- currentRenderTarget
- currentShader
- currentTexture
- currentUnit
- forceZero
- game
- gl
- glReset
- hasBooted
- height
- isPostFX
- isPreFX
- manager
- name
- projectionHeight
- projectionMatrix
- projectionWidth
- renderer
- renderTargets
- resizeUniform
- shaders
- topology
- vertexBuffer
- vertexCapacity
- vertexCount
- vertexData
- vertexViewF32
- vertexViewU32
- view
- width
Public Members
decay
decay: number
Description:
The amount of decay for the shadow effect.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L66
Since: 3.60.0
glcolor
glcolor: Array.<number>
Description:
The internal gl color array.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L84
Since: 3.60.0
intensity
intensity: number
Description:
The intensity of the shadow effect.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L104
Since: 3.60.0
power
power: number
Description:
The power of the shadow effect.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L75
Since: 3.60.0
samples
samples: number
Description:
The number of samples that the shadow effect will run for.
This should be an integer with a minimum value of 1 and a maximum of 12.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L93
Since: 3.60.0
x
x: number
Description:
The horizontal offset of the shadow effect.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L48
Since: 3.60.0
y
y: number
Description:
The vertical offset of the shadow effect.
Source: src/renderer/webgl/pipelines/fx/ShadowFXPipeline.js#L57
Since: 3.60.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.Renderer.WebGL.Pipelines.PostFXPipeline:
- bindAndDraw
- blendFrames
- blendFramesAdditive
- blitFrame
- bootFX
- clearFrame
- copyFrame
- copyFrameRect
- copySprite
- copyToGame
- destroy
- drawFrame
- getController
- postBatch
From Phaser.Renderer.WebGL.WebGLPipeline:
- addTextureToBatch
- batchQuad
- batchTri
- batchVert
- bind
- bindRenderTarget
- bindTexture
- boot
- createBatch
- drawFillRect
- flipProjectionMatrix
- flush
- getShaderByName
- onActive
- onAfterFlush
- onBatch
- onBeforeFlush
- onBind
- onBoot
- onDraw
- onPostBatch
- onPostRender
- onPreBatch
- onPreRender
- onRebind
- onRender
- onResize
- preBatch
- pushBatch
- rebind
- resize
- restoreContext
- set1f
- set1fv
- set1i
- set1iv
- set2f
- set2fv
- set2i
- set2iv
- set3f
- set3fv
- set3i
- set3iv
- set4f
- set4fv
- set4i
- set4iv
- setBoolean
- setGameObject
- setMatrix2fv
- setMatrix3fv
- setMatrix4fv
- setProjectionMatrix
- setShader
- setShadersFromConfig
- setTexture2D
- setTime
- setVertexBuffer
- shouldFlush
- unbind
- updateProjectionMatrix
- vertexAvailable