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(+2)

The transforms in MVNRomFXTemplates are intended to be copied and changed to customize the effects without having to dive into the shader code itself.

Here's a few quick ones I did, but you can tool with the numbers yourself and produce whatever variations you'd like:

transform MVNVignettePink:
    mesh True
    shader "MakeVisualNovels.LPVingette"
    u_vin_radius (0.5)
    u_vin_softness (0.3)
    u_vin_strength (0.5)
    u_vin_center (0.5, 0.5)
    u_vin_tint (1.0, 0.4, 0.6)

transform MVNVignetteWarm:     mesh True     shader "MakeVisualNovels.LPVingette"     u_vin_radius (0.5)     u_vin_softness (0.3)     u_vin_strength (0.5)     u_vin_center (0.5, 0.5)     u_vin_tint (1.0, 0.3, 0.0) transform MVNVignetteCool:     mesh True     shader "MakeVisualNovels.LPVingette"     u_vin_radius (0.5)     u_vin_softness (0.3)     u_vin_strength (0.5)     u_vin_center (0.5, 0.5)     u_vin_tint (0.2, 0.4, 1.0) transform MVNVignetteDream:     mesh True     shader "MakeVisualNovels.LPVingette"     u_vin_radius (0.5)     u_vin_softness (0.3)     u_vin_strength (0.5)     u_vin_center (0.5, 0.5)     u_vin_tint (0.2, 0.9, 0.4)