Full-screen (or scoped) post-process shader.
{ "type": "screen_shader", "value": "glitch", "target": "game", "shader_params": { "noise_intensity": 0.2 } }
{ "type": "screen_shader", "value": null }
| Field | Type | Default | Effect |
value | string or null | — | Shader stem; null clears |
target | "game" | "scene" | "all" | "game" | Coverage plane |
shader_params | object | — | Uniforms |
| Field | Type | Default | Effect |
value | string or null | — | Apply / clear |
target | enum | "game" | Layers 2 / 74 / 99 |
shader_params | object | — | Uniforms |
bind | object | — | shader:… binds only |
apply | "persistent" | "node_local" | "persistent" | Scope |
reset | bool | — | Clear (alone) |
when | expression | — | Skip when falsy |
Shaders · Planes · Binds.