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Styleground Effects

earthwise edited this page Jan 1, 2025 · 2 revisions

sorbet helper wiki - Styleground Effects

wip, not completely empty at least but quite minimal atm

Table of Contents


Tip

make sure to also check the tooltips in Lönn!!

Spiral Stars

a variation of the falling stars effect from ch2 that spirals inwards towards the center, similarly to a black hole.
decently customizable.

Parallax Hi-Res Snow

an adaptation of the hi-res snow seen in the title screen/prologue start + end cutscenes/etc into a general effect usable in maps.
highly customizable.

Note

while contort helper does already implement something similar with its high resolution particle backdrop, there are a few notable things that caused me to make this anyway

  • it always stays fixed in place, and doesn't scroll with the camera like most stylegrounds despite looking like it should
  • it renders above all ui (including death wipes) which felt a bit awkward and wouldntve worked with parallax anyway
  • for some reason i kept noticing that particles were appearing and disappearing randomly, even when on screen?
  • contort helper hasn't been updated in over 3.5 years (and isn't in communal helper) so there wasn't really the possibility of it getting changed there

Hi-Res Godrays

godrays! but customizable and high resolution

supports swapping out the normal godray visuals for an arbitrary high resolution texture specified by the Texture Path variable (relative to Graphics/Atlases/Overworld/).

Entity As Styleground Renderer

handles entities and decals affected by Entity As Styleground Controllers and <sorbetHelper_styleground> decal registry attributes.

by itself does nothing but if the map contains any of the aforementioned entities or decals, with matching a matching styleground tag in their Tag/rendererTag(string) variables, they will be rendered as if they were part of this styleground.

Tip

remember! stylegrounds support having more than 1 tag at a time, so it's still possible to use it with other things that use styleground tags, or even have 1 renderer handle multiple tags if you want to for some reason