the current renderer instance
Optionaloptions: { edgeColor?: number[]; edgeWidth?: number; progress?: number } = {}effect options
OptionaledgeColor?: number[]color of the dissolve edge
OptionaledgeWidth?: numberwidth of the colored edge (0.0–1.0)
Optionalprogress?: numberdissolve progress (0.0 = visible, 1.0 = dissolved)
Readonlydestroyedtrue once destroy has been called. Distinct from
enabled — which also toggles transiently across a context
lost / restored cycle — to give callers a stable signal for
"this effect has been explicitly released."
whether this effect is active (false in Canvas mode, false after
destroy, and false while the WebGL context is suspended
between an ONCONTEXT_LOST and the matching ONCONTEXT_RESTORED
event).
destroy this shader effect. Idempotent — calling destroy twice is safe. Unsubscribes from the renderer's context-lost / restored events so a destroyed effect is not auto-reactivated.
set the edge color
edge color as [r, g, b] (0.0–1.0)
set the dissolve progress
dissolve progress (0.0 = visible, 1.0 = dissolved)
Set the uniform to the given value
the uniform name
the value to assign to that uniform
A shader effect that dissolves the sprite using a noise-based threshold. Pixels are discarded based on a pseudo-random noise pattern as the
progressvalue increases from 0 to 1. Commonly used for death, spawn, or teleport effects.See
Renderable.shader for usage
Example