Interface Sprite2DLayer
interface Sprite2DLayer {
atlas: SpriteAtlas;
blendMode: SpriteBlendDescriptor;
count: number;
customShader?: Sprite2DCustomShader;
depth: Sprite2DDepthMode;
layerZ: number;
opacity: number;
order: number;
pivot: [number, number];
shaderParams?: [number, number, number, number];
view: Sprite2DView;
visible: boolean;
}
atlas: SpriteAtlas;
blendMode: SpriteBlendDescriptor;
count: number;
customShader?: Sprite2DCustomShader;
depth: Sprite2DDepthMode;
layerZ: number;
opacity: number;
order: number;
pivot: [number, number];
shaderParams?: [number, number, number, number];
view: Sprite2DView;
visible: boolean;
}
Properties
Readonlyatlas
Readonlyblend Mode
Readonlycount
count: number
Optional Readonlycustom Shader
Opt-in custom fragment shader for this layer; see Sprite2DLayerOptions.customShader.
Absent (not null) on plain layers — never default-initialized, so the always-loaded
path carries zero custom-shader bytes (see sprite-fx-hook.ts). Present only when the
layer was created with a customShader.
Readonlydepth
layer Z
layerZ: number
Default NDC depth for newly added sprites; see Sprite2DLayerOptions.layerZ.
opacity
opacity: number
order
order: number
pivot
pivot: [number, number]
Layer-wide pivot in normalised sprite-local space; see Sprite2DLayerOptions.pivot.
Optionalshader Params
shaderParams?: [number, number, number, number]
User fx.params vec4 fed to a custom shader each frame; mutate via setSprite2DShaderParams.
Absent on plain layers (only allocated for custom-shader layers, or lazily by the setter).
view
visible
visible: boolean
A
Sprite2DLayer— pure data, no methods.