Specifying a shader a – Pinnacle Speakers FXDEKO User Manual

Page 67

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Specifying a Shader

67

FXDeko User’s Guide

SPECIFYING A SHADER

A

BOUT

S

HADERS

To apply color to text or graphics, FXDeko uses a shader.

Each detail in a look (face, edge, frame, shadow or underline) has its own shader.
The shader determines how color is applied to the detail.

FXDeko shaders come in five flavors:

A color shader produces a detail with a single, solid color.

A ramp shader produces a detail with a four-color ramp and an
optional highlight.

A texture shader produces a detail with a bitmap texture.

A CAP (cel animation player) shader produces a detail with
an animation. You can play cel animations only within the
context of a motion.

A keyhole shader produces a detail with keyed video. Note
that you cannot use a keyhole shader in an effect.

Any detail can have any kind of shader. For instance, a face can have a color
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.

Multiple occurrences of the same type of detail within a look do not have to have
the same type of shader. For example, a look with three edges can have a
different shader for each edge.

You can use the same type of shader on multiple details within a graphic.

In addition, each graphic’s background has its own shader. Using the
background shader, you can make a solid, ramped or textured background for
any graphic. You cannot apply a CAP shader to a background.

Shaders are specified in the Shader window (F7). Any shader can be stored as a
preset shader. The preset shaders can be saved in a .shd file for future use.

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