the current renderer instance
Optionaloptions: {effect options
Optionalangle?: numbersweep direction in radians (0 = horizontal L→R, π/2 = vertical T→B)
Optionalbands?: numbernumber of parallel glints (1 = single shine; ~14.5 mimics a coin's etched-rim look)
Optionalcolor?: number[]shine color as [r, g, b] (0.0–1.0)
Optionalintensity?: numbermaximum highlight strength
OptionalpulseDepth?: numbersubtle base-brightness pulse amplitude (0 disables the pulse)
OptionalpulseSpeed?: numberpulse oscillation rate (radians/second)
Optionalspeed?: numbersweeps per second
Optionalwidth?: numberglint half-width as a fraction of one tile (0.0–1.0)
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 number of parallel glints
1 for a single shine, >1 for tiled stripes
set the shine color
shine color as [r, g, b] (0.0–1.0)
set the highlight intensity
maximum highlight strength
set the sweep speed
sweeps per second
set the current time (call each frame for animation)
time in seconds
Set the uniform to the given value
the uniform name
the value to assign to that uniform
A shader effect that sweeps a bright highlight band across the sprite — the classic "shine" pass commonly used for coins, gems, polished metal, and hover-highlighted UI elements. Similar to pixi-filters' ShineFilter.
Set
bands> 1 to tile the sweep into N parallel glints (useful for the "etched grooves" look of a coin's rim). An optional subtle brightness pulse can be layered on top viapulseDepth— set to 0 to disable.The
timeuniform must be updated each frame for the animation.See
Renderable.shader for usage
Example