CRT
A node of the Style graph, in the Outputs group.
Its picture is the frame on a screen — scanlines, a shadow mask or an LCD's grid — a few screen pixels to a pixel. That picture is off the palette, so it is only for looking at and for stills: the layer goes on to the sprite unchanged, and no sheet or export ever carries the screen. Choose it and the 2D View shows the screen, first at whole steps; pxr stages MODEL --style KIT --node crt writes it as crt.still.png. Put it last, before Output.
Takes: layer (layer), screen (text), scale (number) · Gives: layer
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Screen | Scanlines, a shadow mask or an LCD's grid. | Scanlines, Shadow mask, LCD | scanlines |
Sizescale | How many screen pixels across one sprite pixel is. | 2 to 8 | 3 |
Every setting is also an input: wire a value into it to change it per pixel. On the command line: pxr graph set game.pixor --which style --node crt --set KEY=VALUE.
- Wire it
- layer → layer
- Settings
- Screen, Size
What it wires to
Its layer input takes a layer, which these give: Output, Cleanup, Combine, Lines, Mesh edges, Shading, To palette, Choose by mask, Dither mix, Flatten, Hatch, Layer, and 17 more.
What it gives, a layer, goes into: Output, Cleanup, Combine, Lines, Mesh edges, Choose by mask, Colour edges, Dither mix, Flatten, Layer over, Paint, Palette, and 9 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Style graph in the manual.