Oscar
Oscar

Reputation: 1035

Developing Shaders With SpriteKit

I've read that some of the downfalls of SpriteKit is that you're unable to develop shaders if you use it.

However, I read a post here on SO that suggest otherwise:
How to apply full-screen SKEffectNode for post-processing in SpriteKit

Can you develop your own shaders if you decide to use SpriteKit?

Thanks

Upvotes: 4

Views: 2592

Answers (2)

CloakedEddy
CloakedEddy

Reputation: 1995

It is not supported in iOS 7, but iOS 8 will support custom shaders. For more information, view the pre-release documentation of SKShader.

An SKShader object holds a custom OpenGL ES fragment shader. Shader objects are used to customize the drawing behavior of many different kinds of nodes in Sprite Kit.

Upvotes: 4

rickster
rickster

Reputation: 126117

Sprite Kit does not provide an interface for using custom OpenGL shaders. The SKEffectNode class lets you use Core Image filters to post-process parts of a Sprite Kit scene, though. Core Image provides a number of built-in filters that might do some of what you're after, and on OS X you can create custom filter kernels using a language similar to GLSL.

Upvotes: 1

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