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    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.

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