Namespace Serenity.ProceduralExpression.Infrastructure.ProceduralLayers
Classes
HighFrequencyNoiseLayerSO
Procedural layer that applies high-frequency stochastic noise to target bones.
Mechanism: Combines high-frequency sine waves with Perlin noise modulation to create rapid, irregular jitter patterns on target bones.
Common applications: Trembling effects, vibration, jitter, instability visualization.
MaterialColorSequenceLayerSO
Procedural layer that animates through a sequence of color steps. Applies color changes via MaterialDelta for per-instance animation using MaterialPropertyBlock.
Common applications: Pulsing effects, damage flashes, status indicators, ambient color cycling.
PeriodicOscillationLayerSO
Procedural layer that applies sine-wave periodic oscillation to target bones.
Mechanism: Generates smooth, continuous periodic motion using a sine wave function. The oscillation can affect both position and rotation of target bones.
Common applications: Idle motion, breathing effects, bobbing objects, pulsing UI elements.
PerlinDriftLayerSO
Procedural layer that applies low-frequency Perlin noise drift to target bones.
Mechanism: Uses Perlin noise to generate smooth, organic, slow-moving rotational offsets. Each bone can have independent noise sampling for natural variation.
Common applications: Idle motion, floating objects, gentle swaying, ambient movement.
ProceduralLayerSO
Base ScriptableObject for continuous procedural animation layers. Layers are evaluated every frame and contribute weighted offsets to the final pose and/or material properties. Examples: breathing, sway, tremor, arm hang, head twitch, color pulsing.
RandomImpulseLayerSO
Procedural layer that applies random impulse events to a target bone.
Mechanism: Triggers discrete rotation impulses at randomized intervals, with configurable animation curves for smooth onset/offset.
Common applications: Random motion, discrete events, sporadic activity, attention shifts.
StateModulatedOffsetLayerSO
Procedural layer that applies static rotation offsets to target bones, scaled by a state value.
Mechanism: Each configured bone group receives a fixed rotation offset that is multiplied by the state intensity and layer weight. Supports paired bones with mirrored Z-axis and optional asymmetry.
Common applications: Gravity-based deformation, pose adjustments, state-driven offsets.
TransformScaleSequenceLayerSO
Procedural layer that animates through a sequence of scale steps. Applies scale changes via TransformDelta for per-instance animation.
Common applications: Pulsing objects, breathing effects, impact squash/stretch.
Structs
MaterialColorSequenceLayerSO.ColorStep
Represents a single step in the color sequence.
TransformScaleSequenceLayerSO.ScaleStep
Represents a single step in the scale sequence.