| Latest version | 1.05 |
|---|---|
| Minimum Core | |
| Compatible Core | |
| Last updated | 7 months ago |
| Created | 7 months ago |
| Authors | |
| Languages |
English |
| Systems | All systems |
| Project source | Project URL |
Indy FX adds animated shader effects to Foundry VTT tokens/tiles/templates and regions. Import easilly from shadertoy, edit and configure - then drag/drop the shaders onto tokens/tiles/templates, apply to regions or assign as lights. Extensive API provided.
This file is the GM/player usage guide.
For macro/API details, see `README_API.md`.
1. Enable the module.
3. Open **Shader Library** - from Scene Controls (token/tile/template view).
4. Import a shader (or bundled examples) from shadertoy - click on Import Shadertoy JSON and follow instruction.
5. Apply the shader to tokens, tiles, templates, or regions.
6. Edit shaders from button on token/tile/template.
7. You can also apply shaders to region via indyFX region behaviour.
- Search/filter imported shaders by name or label.
- Hover a card to animate preview.
- Double-click a card to open full shader editor.
- Right-click a card for: `Add to Selected`, `Create Macro (Tokens/Tiles/Templates)`, `Duplicate`, `Delete`.
- Drag/drop a card onto a token/tile/template to apply.
- Import/Export library from the library window.
- If no imported shaders exist, Indy FX can prompt to import bundled examples from `scripts/shaders.json`.
- Drag/drop from Shader Library.
- Or open placeable config and use the **indyFX** section/menu.
- Or use macros/API (`game.indyFX...`).
- If a token/tile/template has Indy FX, its HUD includes an **Edit** button that opens the shader editor for that instance.
- Add Region Behavior type **indyFX**.
- Configure shader/options in behavior config.
- Multiple region effects are supported on the same region.
1. Open an imported shader in the full editor.
2. Enable **Convert to Light Source**.
3. Configure light options:
- **Use Illumination Shader**
- **Use Background Shader**
- **Light Falloff**: `None`, `Use Bright/Dim`, `Linear`, `Exponential`
- **Light Coloration Intensity** (default `1`)
- **Light Illumination Intensity** (default `1`)
- **Background Glow** (default `0`)
4. Save the shader.
5. In Ambient Light config, choose the animation `Indy FX: <Shader Label>`.
Notes:
- Light animation registrations are synced at startup and when the shader library changes.
- For light usage, placeable capture channel modes are remapped to scene capture where needed.
Imported shader channels (`iChannel0..iChannel3`) support:
- `none` (black)
- `white`
- `noiseRgb`
- `noiseBw`
- `sceneCapture`
- `image` (image/video path)
- `buffer` (ShaderToy-style buffer source)
- `tokenTileImage` (placeable image capture)
Notes:
- `tokenTileImage` is placeable-target specific and not suitable for region usage.
- Preview backgrounds used for scene/placeable capture channels are configurable in module settings.
- Const/#Define variables in the shader will be exposed in Edit Variables dialog
- Look at how the example shaders are set up with regard to filling in tokens/tiles and respecting alpha/rotation etc.
- The majority of shadertoy shaders should import and compile OK - check console log for shader compile issues.
- Token/Tile/Template effects persist when `displayTimeMs = 0`.
- Timed effects (`displayTimeMs > 0`) do not persist.
- Persistent region effects are behavior-based (`indyFX` Region Behaviors).
- Most UI actions and generated macros use broadcast methods.
- GM-only broadcasting can be enabled in settings.
- Local API methods are still available for client-side use.
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: indy-fx or copy its manifest URL:
And paste it to the input box at the bottom of your window.

You can install this package directly to your Forge account.