Open Jofairden opened 5 years ago
Currently f23ac88 implement some increase in control via new property classes Most notably control over which layers to draw (subject/glow/shader) Example skipping drawing subject: (useful if drawing in front layer)
public override ShaderEntity GetShaderEntity(Item item)
{
return new ShaderEntity(item,
GameShaders.Armor.GetShaderIdFromItemId(ItemID.StardustDye),
Color.LightSkyBlue,
props: ShaderGraphicsProperties.Builder
.WithDrawLayer(ShaderDrawLayer.Front)
.WithShaderDrawStyle(new NormalShaderDrawStyle())
.SkipDrawingSubject(true)
.Build()
);
}
Other uses: SkipDrawingShader, SkipDrawingGlowmask, SkipDrawing
It was suggested it would be useful if effects could be applied based on different scenarios, not just always be applied if a certain modifier is present. For example when an item is being charged.