The sprite or options object.
Configuration options for the DisplacementFilter.
A displacement filter uses a sprite's texture as a displacement map, moving pixels of the target based on the color values of corresponding pixels in the displacement sprite.
Optional
antialias?: boolean | FilterAntialiasIf true the filter will make use of antialiasing. Although it looks better this can have a performance impact. If set to 'inherit', the filter will detect the antialiasing of the render target and change this automatically. Definitely don't set this to true if the render target has antialiasing set to false. As it will antialias, but you won't see the difference. (default 'off')
This can be a boolean or [FilterAntialias]FilterAntialias string.
Optional
blendMode?: BLEND_MODESoptional blend mode used by the filter when rendering (defaults to 'normal')
Optional
blendRequired?: booleanIf this is set to true, the filter system will grab a snap shot of the area being rendered to and pass this into the shader. This is useful for blend modes that need to be aware of the pixels they are rendering to. Only use if you need that data, otherwise its an extra gpu copy you don't need! (default false)
Optional
clipToViewport?: booleanIf this is set to true, the filter system will clip filter texture into viewport This is useful for filters that applied to whole texture. (default true)
Optional
padding?: numberthe amount of pixels to pad the container with when applying the filter. For example a blur extends the container out as it blurs, so padding is applied to ensure that extra detail is rendered as well without clipping occurring. (default 0)
Optional
resolution?: number | "inherit"the resolution the filter should be rendered at. The lower the resolution, the more performant the filter will be, but the lower the quality of the output. (default 1) If 'inherit', the resolution of the render target is used. Consider lowering this for things like blurs filters
Optional
scale?: number | PointDataThe scale of the displacement effect. Can be a single number for uniform scaling or a point-like object for separate x/y scaling.
The sprite whose texture will be used as the displacement map. Red channel = horizontal displacement Green channel = vertical displacement
The scale of the displacement effect.
Gets the current x and y scaling values used for the displacement mapping.
The current scale as a Point object
Advanced
Applies the filter.
The manager.
The input target.
The output target.
clearMode.
A filter that applies a displacement map effect using a sprite's texture.
The DisplacementFilter uses another texture (from a sprite) as a displacement map, where the red and green channels of each pixel in the map determine how the corresponding pixel in the filtered object should be offset:
Common use cases:
Example
Author
Vico: vicocotea