An SKEffectNode object applies a Core Image filter to its rendered output, allowing you to incorporate sophisticated special effects in a scene. Available in iOS 7.0 and later.
Questions tagged [skeffectnode]
41 questions
1
vote
0 answers
How to rotate a SKNode that has an SKEffectNode child
I have a SKNode that I want to use to organise a number of other SKSpriteNodes and SKEffectNodes. The ultimate aim is to have a character sprite can change colour of just parts of its body (hence the SKEffectNode) plus lots of other behaviours…

Cuespeak
- 149
- 1
- 13
1
vote
1 answer
Setting up custom CIColorCube filter in SKEffectNode
I'm trying to create a SKEffectNode that will turn transparent any green pixel over a black background. For testing purposes while I figure this stuff out, I want to make sure that the following code will not turn anything transparent within the…

mabounassif
- 2,311
- 6
- 29
- 46
1
vote
0 answers
Custom CIFilter with SpriteKit
I'm trying to implement my own custom CIFilter with SpriteKit. What I would like to achieve is to use my custom CIFilter as the filter on a SKEffectNode.
I wrote a very simple test filter (just returns the pixelValue), and it works fine in…

benitosub
- 123
- 1
- 8
0
votes
1 answer
Dissolve SKShader works as expected on simulator, strange behaviour on actual device
I encountered weird behaviour when trying to create dissolve shader for iOS spritekit. I have this basic shader that for now only changes alpha of texture depending on black value of noise texture:
let shader = SKShader(source: """
void…

Kegluneq
- 796
- 5
- 15
0
votes
2 answers
Applying a gradient effect on an SKSpriteNode in Swift 5.0
iOS 14, Swift 5.x
Trying to add a gradient to a spriteNode using SKEffect. Code compiles, but then crashes, am I attempting the impossible here.
let image2U = UIImage(named: "2140983")?.ciImage
let effectsNode = SKEffectNode()
let…

user3069232
- 8,587
- 7
- 46
- 87
0
votes
1 answer
SKEffectNode shouldRasterize broken in iOS 9.2?
I remember since the origins of SpriteKit that it has never supported a SKCropNode inside another SKCropNode. For that reason I decided to use a SKEffectNode along with the shouldRasterize property in the child node, which seems to work fine....…

gzafra
- 496
- 3
- 10
0
votes
1 answer
SKEffectNode, SpriteKit invert color in Swift
I want to invert the color from the part of the HelloLable which is outside of the boxSprite. I know that it is possible with SKEffectNode but I don't know how.
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let…

Chipchip
- 11
- 3
0
votes
0 answers
Issue with shouldEnableEffects
When I start a new project in Xcode 6 iOS 8.1 and use this line of code
self.shouldEnableEffects = YES;
this happens https://www.youtube.com/watch?v=GPUkEAnHW7s
It wouldn't be a problem if I had control over it, but no matter what I try…

Ohmnastrum
- 113
- 8
0
votes
0 answers
SpriteKit - SKEffectnode Blendmode, Rasterisation, and Frame Rate
I'm trying to do some simple lighting in a side scrolling game using an SKEffectnode.
First I make a fullscreen sprite node with gray color, set it's blend mode to additive, and add it as a child to the effect node. Then I add sprite nodes with some…

CheeseClock
- 1
- 1
0
votes
3 answers
Having issue with SKEffectNode
I am following Apple's SpriteKit documentation, now I am trying to use SKEffectNode, but my problem is the effect will not be applied! Here is my code :
SKEffectNode *lightingNode = [[SKEffectNode alloc] init];
SKTexture *texture = [SKTexture…

iOS.Lover
- 5,923
- 21
- 90
- 162
-2
votes
1 answer
SKEffectNode with texture animation not working
Try this:
Create a SKEffectNode class
Create a small animation, 8 frames or so, put them into an atlas folder
add this code to the class init
INIT CLASS
-(id)init {
self = [super init];
if (self) {
SKTextureAtlas *atlas =…

Duck
- 34,902
- 47
- 248
- 470