A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.
- The Output node has a number Padding next to Edge: so many pixels
of the picture per side the wearer draws beyond it. 0 is the
default and draws as before, 256 is the most.
- The quad grows and its UVs grow with it, so the picture keeps its
place and size. In the margin the UVs run on below 0 and above 1.
- Transparent is a fourth Edge mode: outside of the picture there
is nothing. It is cut in the fragment (texelAt), so it needs no
copy of the picture with an address mode of its own.
- Edge holds everywhere alike, also for Texture color, Texture
alpha and unconnected inputs.
- Padding above 0 with Edge on Clamp puts the hint "Padding with
Clamp smears the border" on the Output. The shader still
compiles. A chosen Clamp and the default cannot be told apart.
- All four wearers draw the margin. A sprite counts in pixels of
its frame, a text in its units, a particle source grows every
particle about its centre.
- A nine-slice sprite gets a ring around its nine fields, as wide
as so many border pixels. The fields themselves stay.
- Without a picture a pixel is one unit of the wearer's own size,
or of the particle size.
- Particles now take the Edge mode of their shader. It had no
effect on them before.
- An object wearing a padded shader is never culled, or its margin
would vanish at the edge of the screen.
- The preview in the shader tab shows the margin and leaves room
for it.
- Picking, the selection frame, the size and the collider stay with
the rectangle without the margin.
Tests:
- Gate on melektaus-atx right before this commit: 216 files,
3336 tests (3319 + 17), exit 0.
- e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass.
e2e 1-37,47,48,58 ran before the last change (no culling with
padding): 1281 checks, all pass.
- 17 new unit tests: the compiler (padding, Transparent, the hint)
and the geometry (quad, nine-slice ring).
- Seven new e2e checks: four at the sprite in module 28, one each
for text, particles and nine-slice.
- 17 unit counter-probes all fail their tests. Three browser
counter-probes fail their checks (5, 3 and 1 of them).
- Three screenshots looked at: the sprite with Clamp and margin in
the scene, the preview in the shader tab, the text.
- The e2e sum of 1687 is counted (1680 + 7), the full suite and
the smokes did not run.
- Not seen: the hint at the node in a picture, particles and
nine-slice in a picture, the game view while playing, sprites
without a picture, vector and pixel art pictures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>