The Camera that owns this filter.
Optionalconfig: BlockyConfigThe configuration object for the Blocky effect.
Toggle this boolean to enable or disable this filter, without removing and adding it from the Game Object.
ReadonlyallowIf true, this filter will be permitted to draw to the base texture.
This can be unwanted if, for example, the filter doesn't actually
draw anything.
This is an internal flag used by the renderer. You should not modify this value directly.
A reference to the Camera that owns this filter.
The padding currently being used by this filter.
This is set and used during rendering using getPadding.
It is necessary for filters being used in an external list.
You should not modify this value directly.
Whether this filter controller will be destroyed when the FilterList that owns it is destroyed. If you enable this, you must ensure that you clean up the filter controller at an appropriate time. This allows you to reuse a controller for multiple objects; this is not recommended unless you know what you're doing. It tends to work best with external filters.
The offset of the blocks from the top left corner of the image.
Padding override. This is on by default. If this is set,
the filter will use this padding instead of calculating it.
Prefer using setPaddingOverride instead of modifying this directly.
The ID of the RenderNode that this filter uses.
The size of the blocks.
Destroys this Controller and nulls any references it holds.
Returns the padding required for this filter,
and sets currentPadding to the result.
Most filters don't need extra padding,
but some might sample beyond the texture size, such as a blur.
The bounds are encoded as a Rectangle. To enlarge the bounds, the top and left values should be negative, and the bottom and right values should be positive.
Sets the active state of this filter.
A disabled filter will not be used.
true to enable this filter, or false to disable it.
Sets the padding override.
If this is set, the filter will use this padding instead of calculating them.
it Call setPaddingOverride(null) to clear the override.
Call setPaddingOverride() to set the padding to 0.
Optionalleft: numberThe top padding. Default 0.
Optionaltop: numberThe top padding. Default 0.
Optionalright: numberThe right padding. Default 0.
Optionalbottom: numberThe bottom padding. Default 0.
The Blocky Filter Controller.
This filter controller manages a blocky effect.
The blocky effect works by taking the central pixel of a block of pixels and using it to fill the entire block, creating a pixelated effect.
It reduces the resolution of an image, creating a pixelated or blocky appearance. This is often used for stylistic purposes, such as pixel art. One technique is to render the game at a higher resolution, scaled up by a factor of N, and then apply the blocky effect at size N. This creates large, visible pixels, suitable for further stylization. The effect can also be used to obscure certain elements within the game, such as during a transition or to censor specific content.
Blocky works best on games with no anti-aliasing, so it can read unfiltered pixel colors from the original image. It preserves the colors of the original art, instead of blending them like the Pixelate filter.
A Blocky effect is added to a Camera via the FilterList component: