The Camera that owns this filter.
Optionaltexture: stringThe unique string-based key of the texture to use for displacement, which must exist in the Texture Manager. Default '__WHITE'.
Optionalx: numberThe amount of horizontal displacement to apply. A very small float number, such as 0.005. Default 0.005.
Optionaly: numberThe amount of vertical displacement to apply. A very small float number, such as 0.005. Default 0.005.
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.
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 underlying texture used for displacement.
The amount of horizontal displacement to apply.
The maximum horizontal displacement in pixels is x
multiplied by 0.5 times the width of the camera rendering the filter.
The amount of vertical displacement to apply.
The maximum vertical displacement in pixels is y
multiplied by 0.5 times the height of the camera rendering the filter.
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.
Sets the Texture to be used for the displacement effect.
You can only use a whole texture, not a frame from a texture atlas or sprite sheet.
Optionaltexture: stringThe unique string-based key of the texture to use for displacement, which must exist in the Texture Manager. Default '__WHITE'.
The Displacement Filter Controller.
This Filter controller manages the displacement effect.
The displacement effect is a visual technique that alters the position of pixels in an image or texture based on the values of a displacement map. This effect is used to create the illusion of depth, surface irregularities, or distortion in otherwise flat elements. It can be applied to characters, objects, or backgrounds to enhance realism, convey movement, or achieve various stylistic appearances.
A Displacement effect is added to a Camera via the FilterList component: