vfx_render
Render a WGSL effect node on the GPU into one preview image as flipbook frames, chosen phases, or a parameter sweep, returning per-cell stats and quality warnings.
Instructions
Renders a node on the GPU and shows it as one image, cells in reading order with grey lines between them. Default: the clip as a flipbook would play it (frames cells across phase 0..1). phases: chosen moments instead. sweep: { param, from?, to?, count?, phase? } renders one f32 parameter across a range (default its own range) at one phase. Answers per-cell stats (coverage, peak, edge alpha, full-white share, change) and, for a clip, the quality warnings. backdrop: dark (default, how it reads in game), light, checker, or alpha (the shape as grey). The file is not changed.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ss | No | Samples per pixel axis (1..4); default 3 for render, 4 for bake | |
| mode | No | oneshot (default): frames span phase 0..1 inclusive; loop: phase 1 wraps to frame 0 | |
| name | Yes | Node name in the library, like ring/shock (letters, digits, _ and -) | |
| size | No | Image width in px, 128..1024, default 512 | |
| sweep | No | ||
| frames | No | Cells across the clip, 1..64, default 16 | |
| margin | No | Empty border inside each cell, as a share of the cell (0..0.25), default 0.02; 0 for tiling textures | |
| phases | No | 1..64 phases in 0..1 | |
| values | No | Parameter values for this call only: { glow: 2, tint: "#ffaa33", tilt: [0.2, 0] } | |
| backdrop | No | ||
| duration | No | Clip length in seconds (vfx.time = phase * duration), default 1 |