iossprite-kitsktextureskeffectnode

SKEffectNode to an SKTexture?


SKEffectionNodes have a shouldRasterise "switch" that bakes them into a bitmap, and doesn't update them until such time as the underlying nodes that are impacted by the effect are changed.

However I can't find a way to create an SKTexture from this rasterised "image".

Is it possible to get a SKTexture from a SKEffectNode?


Solution

  • I've figured this out, in a way that solves my problems, using a Factory.

    Read more on how to make a factory, from BenMobile's patient and clear articulation, here: Factory creation and use for making Sprites and Shapes

    There's an issue with blurring a SKTexture or SKSpriteNode in that it's going to run out of space. The blur/glow goes beyond the edges of the sprite. To solve this, in the below, you'll see I've created a "framer" object. This is simply an empty SKSpriteNode that's double the size of the texture to be blurred. The texture to be blurred is added as a child, to this "framer" object.

    It works, regardless of how hacky this is ;)

    Inside a static factory class file:

    import SpriteKit
    
    class Factory {
    
        private static let view:SKView = SKView()  // the magic. This is the rendering space
    
        static func makeShadow(from source: SKTexture, rgb: SKColor, a: CGFloat) -> SKSpriteNode {
            let shadowNode = SKSpriteNode(texture: source)
                shadowNode.colorBlendFactor = 0.5  // near 1 makes following line more effective
                shadowNode.color = SKColor.gray // makes for a darker shadow. White for "glow" shadow
            let textureSize = source.size()
            let doubleTextureSize = CGSize(width: textureSize.width * 2, height: textureSize.height * 2)
            let framer = SKSpriteNode(color: UIColor.clear, size: doubleTextureSize)
                framer.addChild(shadowNode)
            let blurAmount = 10
            let filter = CIFilter(name: "CIGaussianBlur")
                filter?.setValue(blurAmount, forKey: kCIInputRadiusKey)
            let fxNode = SKEffectNode()
                fxNode.filter = filter
                fxNode.blendMode = .alpha
                fxNode.addChild(framer)
                fxNode.shouldRasterize = true
            let tex = view.texture(from: fxNode) // ‘view’ refers to the magic first line
            let shadow = SKSpriteNode(texture: tex)  //WHOOPEE!!! TEXTURE!!!
                shadow.colorBlendFactor = 0.5
                shadow.color = rgb
                shadow.alpha = a
                shadow.zPosition = -1
    
            return shadow
        }
    }
    

    Inside anywhere you can access the Sprite you want to make a shadow or glow texture for:

    shadowSprite = Factory.makeShadow(from: button, rgb: myColor, a: 0.33)
    shadowSprite.position = CGPoint(x: self.frame.midX, y: self.frame.midY - 5)
    addChild(shadowSprite)
    

    - button is a texture of the button to be given a shadow. a: is an alpha setting (actually transparency level, 0.0 to 1.0, where 1.0 is fully opaque) the lower this is the lighter the shadow will be.

    The positioning serves to drop the shadow slightly below the button so it looks like light is coming from the top, casting shadows down and onto the background.