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FolioTier 2

@sprite-color-matrix

Sustained color grade on a single sprite (brightness / contrast / saturation / hue) - flashback tints, drained-to-grey, sickly casts.

@sprite-color-matrix applies a color grade to one sprite and holds it there, shifting brightness, contrast, saturation, and hue in any combination you choose. Unlike a momentary flash, the grade persists after its transition completes - a character can stay drained of color or steeped in a sickly tint for as long as the scene demands.

Reach for it whenever one character needs to look visually distinct from the rest of the cast. A flashback subject stripped of color, a feverish ally tinted sallow, a ghost rendered pale and overexposed - each is a single call. Because all four axes are available together, you can land a complex look without chaining separate effects.

The duration controls how long the grade fades in, not how long it stays. Once the transition finishes the grade simply holds. To lift it, call @sprite-color-matrix on the same target again with every channel returned to its neutral value and let it fade back out at whatever pace fits the moment.

If a scene-wide color effect is already running, the two grades compound. A warm scene tint plus a per-sprite warm tint can produce a heavier result than either alone, so test the combination before locking the scene.

Setting wait to false lets you fire grade transitions on several sprites back to back so they run in parallel rather than in sequence - useful for a group flashback where every character drains to grey at the same time.

Parameters

ParameterKindRequiredDefaultNotes
targetstringyes""Sprite tag to target.
brightnessnumberno10-3 × multiplier. Default 1.
contrastnumberno10-3 × multiplier. Default 1.
saturationnumberno10-3 × multiplier. Default 1.
huenumberno0-360 to 360 degrees. Default 0.
durationnumberno0.40-3 seconds. Default 0.4.
waitbooleannotrueBlock for the effect's duration when true; false fires and continues so effects can overlap.

Canonical example

sprite show liam
say "Liam": "Don't."
@sprite-color-matrix(0.5, target=liam, brightness=0.8, saturation=0)

@sprite-color-matrix applies a Pixi ColorMatrixFilter to one sprite - the same brightness / contrast / saturation / hue grade as @color-matrix, but scoped to the character target matches instead of the whole frame.

Sustained, not a flash

Unlike the old per-character tint flash this replaces, the grade is sustained: it tweens in over duration and then holds until you fold it back to identity (every param at its default - brightness=1, contrast=1, saturation=1, hue=0). It is folded, scrub-accurate state, so scrubbing the timeline back before the effect removes it and past it re-applies it.

When to use

Per-character color states that persist across lines - a flashback character drained to greyscale (saturation=0), a sick character pushed green (hue=90, saturation=1.4), a villain lit cold (hue=-30, brightness=0.85). Differs from @color-matrix only in scope: that one grades the whole in-world frame or the backdrop; this one grades a single sprite without touching anything else.

Notes

@sprite-color-matrix runs on the Pixi stage.

See also