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Enhancement: Rim shader on additional sprite objects (like Nene's speaker)

Open CheeseWithCake opened this issue 3 weeks ago • 1 comments

Issue Checklist

  • [x] I have read the Contributing Guide
  • [x] I have checked the Issues/Discussions pages to see if my enhancement has already been suggested
  • [x] I have properly titled my enhancement

What is your suggestion, and why should it be implemented?

I really like the way you can add additional sprites to spritesheets like nene and i feel like it gives us a lot more control, BUT, i've noticed that when using the sprite on a stage where the character has a rim shader, when synchronized with the main spritesheet's shader, the rest of the objects have the shader applied incorrectly.

week 7 pico mix uses a different nene json, and instead of the shader being synchronized, it's rewritten to avoid the said issue, so just for example, i put the default nene json in week 7: Image

and if you were to make changes to the main sprite, you'd have to do the same for the one with the edited shader as well and, although i am not a skilled coder and don't know how easy it is to do i just feel like it would be simpler if the issue could somehow be resolved with the objects taking their own masks for the rim shader OR the objects take just the hue, saturation, brightness, and contrast from the shader. sorry if this is long, i'm sorta bad with words :'D

CheeseWithCake avatar Nov 29 '25 15:11 CheeseWithCake

Tankman thought it would've been funny to take a piss on A-Bot.

VirtuGuy avatar Nov 30 '25 12:11 VirtuGuy