OK, I've checked those "filter layers":
- they works (even in HTML5, which is good)
- if you put them inside folder in layers, they are still applied for everything below (from what I understand it's because folders are IDE-only, and not existing in game, and filters are probably applied to what's currently in "backbuffer" or whatever name it have)
- filters which allows color to choose, also allows alpha to change, but that does nothing - would be good if color picker have alpha slider disabled for them
Also, while there's yet no new docs, here's list of new function which I've taken out from
runtime/fnames
file, but for current release no other than layer_clear_fx() seems to work for me (probably because this is a sneak peak, not full feature release, also, I've checked it on Ubuntu runner, so they might work on Windows which I didn't have yet time to check):
GML:
// Effects functions
fx_create(filter_or_effect_name)
fx_get_name(filter_or_effect)
fx_get_parameter_names(filter_or_effect)
fx_get_parameter(filter_or_effect,parameter_name)
fx_get_parameters(filter_or_effect)
fx_set_parameter(filter_or_effect,parameter_name,val,...)
fx_set_parameters(filter_or_effect,parameter_struct)
layer_set_fx(layer_name_or_id,filter_or_effect)
layer_get_fx(layer_name_or_id)
layer_clear_fx(layer_name_or_id)
By looking how those filters file structure looks in runtime (shader + some binary .fxb file) I hope that YYG will allow us to convert own shaders into filters at some point, as it seems that fxb files define which uniform is what type (eg. that color, texture or value can be passed to shader). That would be nice, as
shaders filters could be then shared on marketplace.
I'm also thinking that allowing filter to be applied only on some span of layers would be a nice feature, but that would probably mean some additional surfaces/buffers to be created in background which might be why it's not like this currently, as it would add too much in-engine workload in background which might be not understandable by less advanced users, and those more advanced ones are currently able to do it with current functionality.
My personal grade is 9/10.
Edit: I'm also happy that with "filters & layers" status update on roadmap, particle editor is back, and is even in pre-production status