Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

screen_shader

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 }

Usually you need

FieldTypeDefaultEffect
valuestring or null—Shader stem; null clears
target"game" | "scene" | "all""game"Coverage plane
shader_paramsobject—Uniforms

All fields

FieldTypeDefaultEffect
valuestring or null—Apply / clear
targetenum"game"Layers 2 / 74 / 99
shader_paramsobject—Uniforms
bindobject—shader:… binds only
apply"persistent" | "node_local""persistent"Scope
resetbool—Clear (alone)
whenexpression—Skip when falsy

Shaders · Planes · Binds.