Effects
Effects are post-processing filters applied to an instance. They can be declared at the scene root, on blueprints, creates, and parametric define bodies. Root effects process the composed scene, so a root grain or lens effect applies to all its content. They're order-sensitive and merge by type or explicit name during instance resolution.
imagine card
shape: rectangle
fill: "#ffffff"
effect blur as softBlur
radius: 8
effect glow
intensity: 0.6
tint: "#ff6b35"
create cardA single parameter can use the short form:
imagine card
effect blur: 8
create cardThe parser accepts any identifier after effect, but only the effects backed
by a renderer are listed, with all their parameters, in the effect
reference. Parsed names outside that reference,
including shadow, outline, displacement, and custom, have no renderer
implementation yet.
Name an effect with as before animating or overriding that effect instance.
Colors
Color parameters such as a vignette color, a glow tint or halftone
dotColor take a hex string or an RGBA tuple. Hex is a display color, read
exactly like a fill: color: "#050507". Tuples are linear RGB from 0 to 1, as
in expressions, so (0.5, 0.5, 0.5, 1) shows lighter than
"#808080" and (0.02, 0.02, 0.03, 1) shows as about "#282829", not near black.
Prefer hex when matching a palette.