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Class

DeformModifier

Bends the glyph outline per pixel: covered glyphs sample their distance field through a travelling noise field, so strokes wobble and boil while every layer derived from that field — fill, stroke, shadow, glow, inner-shadow — bends with them and the edge keeps its analytic anti-aliasing. Drive Phase to animate; a fixed phase renders that exact state, which is a still hand-drawn unevenness.

Remarks

This deforms the field a glyph is drawn from, not the quad it is drawn on: it composes with the vertex animations (wave, wobble, spin, reveal handlers), which move the glyph as a rigid body. Amplitude and Scale are in glyph-height units, so a deformation renders identically at every font size, and the amplitude is reserved as the glyph's outward reach — the atlas tile re-rasterizes at a wider rim and the quad expands, exactly as a stroke or glow does. The reach saturates at the atlas's signed-distance spread (Pad em); past that the field holds no more distance to displace into. Colour glyphs are left undeformed.

Nested Types

public float Amplitude{ get; set }

Peak displacement in glyph-height units.

public float Scale{ get; set }

Noise cells per glyph height — fine cells ripple the outline, coarse ones sway the whole stroke.

public Vector2 Drift{ get; set }

How far the noise field travels per phase unit, in glyph-height units.

protected string AttributeKey{ get }
protected override void OnEnable()
protected override void OnDisable()
protected override void OnDestroy()
protected override Params ResolveParams()
protected override void OnGlyph()