From 6d6361b422fc2d8b4b420b74442775431f50368c Mon Sep 17 00:00:00 2001 From: 4ian <1280130+4ian@users.noreply.github.com> Date: Wed, 22 Jul 2026 10:50:39 +0000 Subject: [PATCH] [Auto] [Improve] Explained key parameters for god rays, CRT, blur, and other visual effects --- automated_updates_data.json | 4 ++++ docs/gdevelop5/all-features/effects/crt/index.md | 2 ++ docs/gdevelop5/all-features/effects/displacement/index.md | 2 ++ docs/gdevelop5/all-features/effects/drop-shadow/index.md | 4 +++- docs/gdevelop5/all-features/effects/god-rays/index.md | 1 + docs/gdevelop5/all-features/effects/kawase-blur/index.md | 2 ++ docs/gdevelop5/all-features/effects/outline/index.md | 2 ++ docs/gdevelop5/all-features/effects/pixelate/index.md | 2 ++ docs/gdevelop5/all-features/effects/rgb-split/index.md | 2 ++ docs/gdevelop5/all-features/effects/tilt-shift/index.md | 2 ++ 10 files changed, 22 insertions(+), 1 deletion(-) diff --git a/automated_updates_data.json b/automated_updates_data.json index 2fa8e494dbb..40ca7db75b6 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -104,6 +104,10 @@ { "date": "2026-07-07", "summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names" + }, + { + "date": "2026-07-22", + "summary": "Expanded visual effect docs (god rays, Kawase blur, outline, CRT, drop shadow, RGB split, tilt shift, pixelate, displacement) with use-case explanations of their key parameters" } ] } diff --git a/docs/gdevelop5/all-features/effects/crt/index.md b/docs/gdevelop5/all-features/effects/crt/index.md index de52bffba07..d72349477a8 100644 --- a/docs/gdevelop5/all-features/effects/crt/index.md +++ b/docs/gdevelop5/all-features/effects/crt/index.md @@ -4,6 +4,8 @@ Applies a CRT effect, simulating an old cathode-ray tube television. ![](crt-effect.png) +The effect combines several classic CRT artifacts that you can dial in independently: scanlines (**Line width** and **Line contrast**), screen **Curvature**, static **Noise**, and a darkened **Vignetting** around the edges. Set **Interlaced Lines Speed** to make the scanlines scroll, and **Noise Frequency** to control how often the static is refreshed (0 keeps a fixed noise pattern). Enable **Show vertical lines** to add vertical lines on top of the horizontal ones. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/displacement/index.md b/docs/gdevelop5/all-features/effects/displacement/index.md index 3049d068f3e..338e4aa9382 100644 --- a/docs/gdevelop5/all-features/effects/displacement/index.md +++ b/docs/gdevelop5/all-features/effects/displacement/index.md @@ -12,6 +12,8 @@ You can use this effect to apply all manner of warping effects. Currently, the ` > It uses the values of the displacement map to look up the correct pixels to output. This means it's not moving the original. Instead, it's starting from the original output and displays the screen differently based on the displacement map. For example, if a displacement map pixel has red = 1 and the filter scale is 20, this filter will output the pixel approximately 20 pixels to the right of the original. +The **Scale on X axis** and **Scale on Y axis** properties set how strong the displacement is on each axis. Larger values produce a more pronounced warp, and you can set them independently to distort more in one direction than the other. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/drop-shadow/index.md b/docs/gdevelop5/all-features/effects/drop-shadow/index.md index f9ca072a4c2..14ce1d9aba7 100644 --- a/docs/gdevelop5/all-features/effects/drop-shadow/index.md +++ b/docs/gdevelop5/all-features/effects/drop-shadow/index.md @@ -1,9 +1,11 @@ # Drop shadow effect -Add a drop shadow under your object's visible on the layer. +Add a drop shadow under the objects visible on the layer. ![](drop-shadow-effect.png) +**Distance** and **Rotation** set how far and in which direction the shadow is offset, **Blur** softens its edges, and **Alpha** controls its opacity. Change the **Color of the shadow** to tint it. Enable **Shadow only** to hide the original image and keep just the shadow, which is useful to render a separate shadow object. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/god-rays/index.md b/docs/gdevelop5/all-features/effects/god-rays/index.md index 904f9fa64ac..5bd25ca1a23 100644 --- a/docs/gdevelop5/all-features/effects/god-rays/index.md +++ b/docs/gdevelop5/all-features/effects/god-rays/index.md @@ -4,6 +4,7 @@ Cast rays of light from the top of the screen. **This won't work well if shown o ![](godray-effect.gif) +Enable **Parallel** to cast rays all in the same direction (as if coming from a far away sun), controlled by the **Angle**. Disable it to make the rays spread out from a single point set with **Center X** and **Center Y**, which is useful for a lamp or a window. The **Animation Speed** makes the rays shimmer over time (set it to 0 to keep them still), while **Gain** and **Lacunarity** change how bright and how detailed the light shafts look. ## Reference diff --git a/docs/gdevelop5/all-features/effects/kawase-blur/index.md b/docs/gdevelop5/all-features/effects/kawase-blur/index.md index 703917f8251..1ee10786a06 100644 --- a/docs/gdevelop5/all-features/effects/kawase-blur/index.md +++ b/docs/gdevelop5/all-features/effects/kawase-blur/index.md @@ -2,6 +2,8 @@ This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect. +The **Blur** value sets the overall strength of the blur. **Pixelize X** and **Pixelize Y** let you stretch the blur along one axis only — for example, a horizontal or vertical motion blur. Increasing the **Quality** produces a smoother result at the cost of performance, so keep it low unless you need a very strong, clean blur. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/outline/index.md b/docs/gdevelop5/all-features/effects/outline/index.md index aecd08ff547..78a8c7123b3 100644 --- a/docs/gdevelop5/all-features/effects/outline/index.md +++ b/docs/gdevelop5/all-features/effects/outline/index.md @@ -4,6 +4,8 @@ Add an outline on all objects of the layer having the effect. **This won't work ![](outline-effect.png) +Use **Thickness** to set how wide the outline is and **Color** to choose its color. This effect can also be applied to a single object instead of a whole layer, which is handy for highlighting a selected or hovered object. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/pixelate/index.md b/docs/gdevelop5/all-features/effects/pixelate/index.md index a6a86e125a9..4f8080086c6 100644 --- a/docs/gdevelop5/all-features/effects/pixelate/index.md +++ b/docs/gdevelop5/all-features/effects/pixelate/index.md @@ -4,6 +4,8 @@ Applies a pixelated effect, making display objects appear 'blocky'. ![](pixelate-effect.png) +The **Size** value sets how big each "pixel" block is: the larger the value, the more blocky and low-resolution the result looks. + !!! note For pixel-perfect or 8-bitgames, you can change the **Scale mode** options in your [game properties](/gdevelop5/interface/project-manager/properties) instead of using this effect. diff --git a/docs/gdevelop5/all-features/effects/rgb-split/index.md b/docs/gdevelop5/all-features/effects/rgb-split/index.md index 966ee01467e..e9b69f6346c 100644 --- a/docs/gdevelop5/all-features/effects/rgb-split/index.md +++ b/docs/gdevelop5/all-features/effects/rgb-split/index.md @@ -4,6 +4,8 @@ Separate each component's RGB(red, green, blue) colors and display them on the s ![](rgb-effect.png) +Each color channel has its own **X offset** and **Y offset**, letting you shift the red, green and blue layers in different directions. Small offsets give a subtle chromatic aberration around edges, while larger ones produce a strong glitch or damage look. + ## Reference diff --git a/docs/gdevelop5/all-features/effects/tilt-shift/index.md b/docs/gdevelop5/all-features/effects/tilt-shift/index.md index 1a7cbcf3aea..eea4cf2be23 100644 --- a/docs/gdevelop5/all-features/effects/tilt-shift/index.md +++ b/docs/gdevelop5/all-features/effects/tilt-shift/index.md @@ -4,6 +4,8 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat ![](tilt-shift-effect.png) +**Blur** sets how strong the blur is at the top and bottom, leaving a sharp band across the middle. **Gradient blur** controls how gradually the image goes from sharp to blurred: a small value gives an abrupt transition, while a large value spreads it out smoothly. + ## Reference