[{"data":1,"prerenderedAt":319},["ShallowReactive",2],{"tools-list":3},[4,52,83,114,141,164,187,210,233,260,289],{"id":5,"title":6,"accent":7,"body":8,"description":37,"extension":38,"image":39,"meta":40,"navigation":41,"order":42,"path":43,"seo":44,"source":45,"stem":46,"tagline":47,"tasks":48,"useWhen":50,"__hash__":51},"tools\u002Ftools\u002Flight-sprite.md","Light Sprite Renderer","#C9A24A",{"type":9,"value":10,"toc":33},"minimark",[11,20,23,30],[12,13,14,15,19],"p",{},"A port of Mantimestwo's Godot light sprite tool to plain WebGL. Same shader, same output: a white PNG with the light in the alpha channel, ready for a ",[16,17,18],"code",{},"PointLight2D"," texture with blend mode set to mix.",[12,21,22],{},"Set a resolution, a radius, a falloff power, a cone angle. Pick how many grey levels to keep and how much dither. Load your own dither pattern if the built-in one is wrong for your palette. Up to eight frames export side by side as one sheet, so a flicker or a pulse is a few slider moves.",[12,24,25,26,29],{},"Presets save in the browser. Export them as JSON, or import ",[16,27,28],{},".preset"," files from the Godot version.",[12,31,32],{},"One HTML file, 23 KB. The Godot web build of the same tool was 35 MB.",{"title":34,"searchDepth":35,"depth":35,"links":36},"",2,[],"A port of Mantimestwo's Godot light sprite tool to plain WebGL. Same shader, same output: a white PNG with the light in the alpha channel, ready for a PointLight2D texture with blend mode set to mix.","md","\u002Ftools\u002Flight-sprite.png",{},true,1,"\u002Ftools\u002Flight-sprite",{"title":6,"description":37},"https:\u002F\u002Fgithub.com\u002FMantimestwo\u002FLight-sprite-renderer","tools\u002Flight-sprite","Makes dithered light textures for 2D light nodes. Sliders in, PNG out.",[49],"lighting","You need a dithered light texture for a Godot PointLight2D and want to tune it with sliders.","SRT3Ehg3d9iSGfqWLvLZ8wL4vBjOpi7JamooXQcAU1k",{"id":53,"title":54,"accent":7,"body":55,"description":59,"extension":38,"image":71,"meta":72,"navigation":41,"order":35,"path":73,"seo":74,"source":75,"stem":76,"tagline":77,"tasks":78,"useWhen":81,"__hash__":82},"tools\u002Ftools\u002Feye-catch.md","Eye Catch",{"type":9,"value":56,"toc":69},[57,60,63,66],[12,58,59],{},"Drop in a screenshot. It marks the spots that pull attention and ranks them: #1, #2, #3. Painters call the idea value hierarchy. The lightest, highest contrast thing gets looked at first. The Steam capsule advice \"view it in black and white, the title must be the brightest thing\" is the same test.",[12,61,62],{},"Under the hood it is a small saliency model: contrast in brightness and colour against the surroundings, at three sizes, added up. Regions above a threshold are grouped (so a word counts as one thing, not eight letters) and ranked by how much they stand out.",[12,64,65],{},"Views: original, grey, squint (blurred), notan (two to five flat values), heat map. Download the marked-up PNG or a JSON of the boxes.",[12,67,68],{},"It measures bottom-up pull only. Faces and words also grab eyes because brains care about them, and this does not know that.",{"title":34,"searchDepth":35,"depth":35,"links":70},[],"\u002Ftools\u002Feye-catch.png",{},"\u002Ftools\u002Feye-catch",{"title":54,"description":59},null,"tools\u002Feye-catch","Where the eye goes first in a screenshot or store capsule. Heat map, ranked boxes, squint test.",[79,80],"readability","capsule","You want to check which spot in a screenshot or capsule the eye sees first.","X4j5g1ngjkXQShq2BzXBX58OQFfCZE81Kn6t9uDenSo",{"id":84,"title":85,"accent":7,"body":86,"description":90,"extension":38,"image":103,"meta":104,"navigation":41,"order":105,"path":106,"seo":107,"source":75,"stem":108,"tagline":109,"tasks":110,"useWhen":112,"__hash__":113},"tools\u002Ftools\u002Fparticle-pack.md","Particle Sprite Pack",{"type":9,"value":87,"toc":101},[88,91,98],[12,89,90],{},"The particle textures every 2D game needs, without opening an image editor. Pick a shape, set size, softness and falloff, choose how many grey levels to keep and how much dither. Output is a white PNG with the shape in the alpha channel, so the particle's colour ramp does the tinting.",[12,92,93,94,97],{},"Up to eight frames, each with its own shape and settings. Download sheet lays them out side by side for an ",[16,95,96],{},"AnimatedTexture"," or a random-frame emitter.",[12,99,100],{},"Same shell as the light sprite tool: presets, custom dither patterns, works offline from one HTML file.",{"title":34,"searchDepth":35,"depth":35,"links":102},[],"\u002Ftools\u002Fparticle-pack.png",{},3,"\u002Ftools\u002Fparticle-pack",{"title":85,"description":90},"tools\u002Fparticle-pack","Dots, sparks, rings, stars and smoke puffs for particle systems. One shape per frame, one sheet out.",[111],"fx","You want particle sprites like dots, sparks, rings or smoke puffs without opening an image editor.","mJJ1XKZFdLzNP2w5uOBZe-Kv49_psgImhqz1OG3LJ78",{"id":115,"title":116,"accent":7,"body":117,"description":121,"extension":38,"image":130,"meta":131,"navigation":41,"order":132,"path":133,"seo":134,"source":75,"stem":135,"tagline":136,"tasks":137,"useWhen":139,"__hash__":140},"tools\u002Ftools\u002Fdither-patterns.md","Dither Patterns",{"type":9,"value":118,"toc":128},[119,122,125],[12,120,121],{},"Threshold textures for ordered dithering. Pick a pattern and a size, download a square grey PNG with one texel per cell. It tiles.",[12,123,124],{},"Bayer is the classic crosshatch, computed exactly for any power of two. Blue noise is made with the void-and-cluster method on the CPU, so it is capped at 64 by 64; it takes about a tenth of a second. White noise, checker and hatching are there for comparison and for effects that want them.",[12,126,127],{},"Load the result into the light sprite or particle tools as a custom dither, or sample it in your own shader.",{"title":34,"searchDepth":35,"depth":35,"links":129},[],"\u002Ftools\u002Fdither-patterns.png",{},4,"\u002Ftools\u002Fdither-patterns",{"title":116,"description":121},"tools\u002Fdither-patterns","Bayer, blue noise, white noise, checker and hatching as small grey PNGs, ready for shaders.",[111,138],"palette","You need a Bayer or blue-noise threshold texture for ordered dithering in your own shader.","sIJMHhu6VKbr-PsOO5l-qAusrQw3dDG3rp0QcbmrT7c",{"id":142,"title":143,"accent":7,"body":144,"description":148,"extension":38,"image":154,"meta":155,"navigation":41,"order":156,"path":157,"seo":158,"source":75,"stem":159,"tagline":160,"tasks":161,"useWhen":162,"__hash__":163},"tools\u002Ftools\u002Fgobo.md","Gobo \u002F Cookie",{"type":9,"value":145,"toc":152},[146,149],[12,147,148],{},"A gobo is the cut-out you put in front of a stage light. This makes the texture version. Pick a pattern, set how many times it tiles, soften the edges, break it up with noise, and download a PNG. White with the light in the alpha channel, so it drops straight onto a PointLight2D.",[12,150,151],{},"Every pattern tiles with no seam at rotation zero. Rotation and falloff are there for one-off cookies and break the tiling; the note in the tool says so.",{"title":34,"searchDepth":35,"depth":35,"links":153},[],"\u002Ftools\u002Fgobo.png",{},5,"\u002Ftools\u002Fgobo",{"title":143,"description":148},"tools\u002Fgobo","Light cookie textures for PointLight2D: window bars, leaves, grates, caustic blobs.",[49],"You want a window, leaf or grate pattern in front of a Godot PointLight2D.","64AupizmQuKaqPRt5TokNOBeSY5gwne40TaU35s6kys",{"id":165,"title":166,"accent":7,"body":167,"description":171,"extension":38,"image":177,"meta":178,"navigation":41,"order":179,"path":180,"seo":181,"source":75,"stem":182,"tagline":183,"tasks":184,"useWhen":185,"__hash__":186},"tools\u002Ftools\u002Fnoise.md","Tileable Noise",{"type":9,"value":168,"toc":175},[169,172],[12,170,171],{},"Noise that tiles, for shaders, materials and image editors. Perlin, Worley and FBM wrap on an integer lattice; simplex runs on a 4D torus. Seed, scale, octaves, lacunarity, gain, contrast, invert. Grey PNG up to 1024 by 1024.",[12,173,174],{},"Godot has NoiseTexture2D for most of this in-engine. This is for the cases where you want a file.",{"title":34,"searchDepth":35,"depth":35,"links":176},[],"\u002Ftools\u002Fnoise.png",{},6,"\u002Ftools\u002Fnoise",{"title":166,"description":171},"tools\u002Fnoise","Perlin, simplex, Worley and FBM textures that tile with no seam.",[111],"You need a tileable Perlin, simplex, Worley or FBM texture as an actual file for your engine.","86F7e_Js0WudNNW721eAwclKz2U0Beiw18iSPEltQRw",{"id":188,"title":189,"accent":7,"body":190,"description":194,"extension":38,"image":200,"meta":201,"navigation":41,"order":202,"path":203,"seo":204,"source":75,"stem":205,"tagline":206,"tasks":207,"useWhen":208,"__hash__":209},"tools\u002Ftools\u002Fscreen-overlay.md","Screen Overlay",{"type":9,"value":191,"toc":198},[192,195],[12,193,194],{},"Full-frame overlays at any size up to 1920 by 1080. Vignette blends between a circle and a rounded rectangle that follows the aspect. Scanlines and the aperture grille use whole pixels, so they tile. Grain is hashed per cell from a seed.",[12,196,197],{},"Put the PNG on a ColorRect in a CanvasLayer with blend mode multiply, or sample it in a screen shader.",{"title":34,"searchDepth":35,"depth":35,"links":199},[],"\u002Ftools\u002Fscreen-overlay.png",{},7,"\u002Ftools\u002Fscreen-overlay",{"title":189,"description":194},"tools\u002Fscreen-overlay","Vignette, scanlines, grain and aperture grille PNGs to multiply over a frame.",[111],"You want a vignette, scanline, grain or aperture-grille PNG to multiply over the frame.","eVKx20P82Vlu-l9HURhAswA__Co6IBj4n1s54KYRSIw",{"id":211,"title":212,"accent":7,"body":213,"description":217,"extension":38,"image":223,"meta":224,"navigation":41,"order":225,"path":226,"seo":227,"source":75,"stem":228,"tagline":229,"tasks":230,"useWhen":231,"__hash__":232},"tools\u002Ftools\u002Ftrail-strip.md","Trail Strip",{"type":9,"value":214,"toc":221},[215,218],[12,216,217],{},"A wide, short PNG with the fade in the alpha channel. Tail on the left, head on the right. Pick a taper curve, pinch the tail to a point, soften the top and bottom edges, add a head fade. Up to four variants on frames, downloaded as one sheet.",[12,219,220],{},"In Godot: Line2D, set the texture, texture mode Stretch.",{"title":34,"searchDepth":35,"depth":35,"links":222},[],"\u002Ftools\u002Ftrail-strip.png",{},8,"\u002Ftools\u002Ftrail-strip",{"title":212,"description":217},"tools\u002Ftrail-strip","Fade strips for Line2D and trail meshes. Taper, pinch, soft edges, dither.",[111],"You need a fade strip texture for a Line2D trail with taper, pinch and soft edges.","Ghi__sFrJ6KoVWoYXrdrtXPBYLlPqN6I8xxJOLCtWI8",{"id":234,"title":235,"accent":7,"body":236,"description":240,"extension":38,"image":250,"meta":251,"navigation":41,"order":252,"path":253,"seo":254,"source":75,"stem":255,"tagline":256,"tasks":257,"useWhen":258,"__hash__":259},"tools\u002Ftools\u002Fgradient-ramp.md","Gradient Ramp",{"type":9,"value":237,"toc":248},[238,241],[12,239,240],{},"Put colour stops on a strip, pick how they blend (sRGB, linear light, or OKLab), and download a ramp PNG for shader lookups. Quantise into bands with optional dither for a stepped look.",[12,242,243,244,247],{},"The Export box copies a GradientTexture1D ",[16,245,246],{},".tres"," you can paste into a Godot 4 project, or a two-line GDShader snippet that samples the PNG.",{"title":34,"searchDepth":35,"depth":35,"links":249},[],"\u002Ftools\u002Fgradient-ramp.png",{},9,"\u002Ftools\u002Fgradient-ramp",{"title":235,"description":240},"tools\u002Fgradient-ramp","Colour ramps as small PNGs and Godot GradientTexture1D files.",[138,49],"You want a colour ramp PNG and a matching Godot GradientTexture1D for a shader lookup.","5FJdEoJS1XnJJSBX0bJkhc80Fi9mI3N2A3trKBPj8DM",{"id":261,"title":262,"accent":7,"body":263,"description":267,"extension":38,"image":279,"meta":280,"navigation":41,"order":281,"path":282,"seo":283,"source":75,"stem":284,"tagline":285,"tasks":286,"useWhen":287,"__hash__":288},"tools\u002Ftools\u002Ffalloff-curve.md","Falloff Curve",{"type":9,"value":264,"toc":277},[265,268],[12,266,267],{},"Drag points on a 0 to 1 curve. The preview shows it as a round light: centre bright, edge dark. Switch to the ramp view to check the curve itself.",[12,269,270,271,273,274,276],{},"Download the light as a PNG, or copy a Godot Curve ",[16,272,246],{}," and a PackedFloat32Array of samples for your own code. The ",[16,275,246],{}," is checked to load in Godot 4.",{"title":34,"searchDepth":35,"depth":35,"links":278},[],"\u002Ftools\u002Ffalloff-curve.png",{},10,"\u002Ftools\u002Ffalloff-curve",{"title":262,"description":267},"tools\u002Ffalloff-curve","Draw how a light fades, see it as a radial light, export a Godot Curve.",[49],"You want to shape how a light fades and export the curve as a Godot Curve resource.","3kc99XUHsXaYt-Y_-0m0N_Av_6Oc_454CabrIYKByh0",{"id":290,"title":291,"accent":7,"body":292,"description":296,"extension":38,"image":309,"meta":310,"navigation":41,"order":311,"path":312,"seo":313,"source":75,"stem":314,"tagline":315,"tasks":316,"useWhen":317,"__hash__":318},"tools\u002Ftools\u002Fnine-patch.md","Nine-patch panel",{"type":9,"value":293,"toc":307},[294,297],[12,295,296],{},"A nine-patch panel is a texture that stretches in the middle while its corners stay fixed, used for buttons, dialogs and borders in NinePatchRect and StyleBoxTexture. This tool makes that panel PNG, plus the margin measurement Godot needs to keep the corners from stretching.",[12,298,299,300,302,303,306],{},"Pick a corner style (round, cut, notch, scoop, step or square), add outline, border and inner-line trim, and drop a corner ornament like a dot, diamond, star or bullseye. Turn on guides to see the margin in magenta, then copy a StyleBoxTexture ",[16,301,246],{}," or a NinePatchRect ",[16,304,305],{},".tscn"," straight into a Godot 4 project.",{"title":34,"searchDepth":35,"depth":35,"links":308},[],"\u002Ftools\u002Fnine-patch.png",{},11,"\u002Ftools\u002Fnine-patch",{"title":291,"description":296},"tools\u002Fnine-patch","Stretchable panel textures for NinePatchRect and StyleBoxTexture. Corner styles, trim, ornaments, margin guides.",[111],"You need a stretchable panel texture with rounded corners and trim for a NinePatchRect or StyleBoxTexture.","zBj1Za1kpQkbHkxbz8nany_n2OTyGiD6TxiEnWun0iY",1790065742343]