Library with shader effects for use with WPF.
The projects makes use of the Shader Effects BuildTask from WPF Futures. Since some of the effects require pixel shader 3.0 ShaderBuildTask.dll needs to be replaced with a modified version.
To do so install Shader Effects BuildTask and copy the provided version under \ShaderEffectLibrary\ to %WinDir%\assembly\GAC_32\ShaderBuildTask%Version% as administrator or use the gacutil. This allows you to compile .fx files under the ps_3_0 profile.
You might also need to install the DirectX End-User Runtimes
Adjusts the chroma value of a target texture in the HCY' color space.
- Input: Brush that acts as the input
- Delta: Chroma change between -1.0 and 1.0
Adjusts the hue of a target texture.
- Input: Brush that acts as the input
- Delta: Hue change between -1.0 and 1.0
Adjusts the lightness of a target texture.
- Input: Brush that acts as the input
- Delta: Lightness change between -1.0 and 1.0
Adjusts the luma value of a target texture in the HCY' color space.
- Input: Brush that acts as the input
- Delta: Luma change between -1.0 and 1.0
- Coefficients: Coefficients that are considered when weighting the RGB channels of the input (one components for each channel between 0 and 1.0)
- Rec609: ITU-R Recommendation BT.601 standard
- Rec709: ITU-R Recommendation BT.709 standard
- SMPTE240M: SMPTE 240M specification
Adjusts the saturation of a target texture.
- Input: Brush that acts as the input
- Delta: Saturation change between -1.0 and 1.0
Blend effects identical to Adobe PhotoShop.
- Base: Brush that acts as the input for the background layer
- Blend: Brush that acts as the input for the foreground layer
- Amount: Intensity of the color blending between 0 and 1.0
- Mode: Blend mode for calculating the result layer
- Normal
- Darken group
- Darken
- Multiply
- Color Burn
- Linear Burn
- Darker Color
- Lighten group
- Lighten
- Screen
- Color Dodge
- Linear Dodge (Add)
- Lighter Color
- Contrast group
- Overlay
- Soft Light
- Hard Light
- Vivid Light
- Linear Light
- Pin Light
- Hard Mix
- Inversion group
- Difference
- Exclusion
- Cancellation group
- Subtract
- Divide
- Component group
- Hue
- Saturation
- Color
- Luminosity
Shifts the channels of a target texture, simulating achromatism.
- Input: Brush that acts as the input
- OffsetR: Offset by which the red channel is shifted
- OffsetG: Offset by which the green channel is shifted
- OffsetB: Offset by which the blue channel is shifted
Accentuates edges in a target texture.
- Input: Brush that acts as the input
Provides gamma correction.
- Input: Brush that acts as the input
- Gamma: A positive gamma value
A shader effect that applies a Gaussian blur on a target texture.
- Input: Brush that acts as the input
- Sigma: A positive sigma value, affecting the blur strength
Turns a target texture into a grayscale output.
- Input: Brush that acts as the input
Inverts the colors of a target texture.
- Input: Brush that acts as the input
Applies an unsharp mask on a target texture.
- Input: Brush that acts as the input
Solarization of a target texture.
- Input: Brush that acts as the input
- Threshold: Threshold for inversion of color channels between 0 and 1.0
Colorizes a target texture.
- Input: Brush that acts as the input
- Color: Color of the result