Pulled latest version of MVNTSV1.rpy. There is zero difference from the one I had originally (using diff to check). Black text still creates black fire for me.
Happy to give any info about how I'm trying to use it in case I'm screwing something up.
Viewing post in Make Visual Novels! RenPy Text Effects & Shader Pack! comments
If you're curious, the reason this is happening is because I forgot to re-add a .a on a line at some point during testing. The original intent for the effect was, when it got dark, was this, with proper alpha sampling vs entire color sampling:
And I missed it because my test area was using white text. Whoops.
The method you posted uses Mix to completely strip the effect off of where the text is visible, using the original text's alpha value as the blending value. I had intended to come back to the pack for content update in a few months, which was going to include a hollow version of this one, as well as a mix version like the one you posted.
Oh makes sense. So the entire text should be flames. Yes I was changing the ALT-F font explorer text to different colours to test.
I quite like the flames 'behind' the text with the mix version, plus if you add semi transparent outlines the 'flames' also alpha out with them, giving a really nice cartoony effect especially when you set the warp intensity to something like 1000:
The custom burn settings (using the mix version I posted above):
There is a hard border on the left though which I have no idea how to fix (I'm using it on the name vbox). But it looks great for now.
Of course this would be tough to read in dialogue text cos it's quite over the top. (I'd love to have this effect on an image haha)
Really fun shaders!
The reason it's cut off on the edges like that is because the shader can only draw within the rendered area. If you want to get effects like that, you're better off compositing a screen together to include elements that could exist behind the text. Since the parameters are tooled so high, there isn't much reason to make it adhere directly to the text displayable area.
Also I have a sprite/entity version that's in the works. Vimi's been working on something that's got me working towards another pack released, and these type of effects for characters would be included.