| Latest version | 1.2.2 |
|---|---|
| Minimum Core | 13 |
| Compatible Core | 13 |
| Last updated | 11 months ago |
| Created | 1 year ago |
| Authors |
|
| Languages |
English |
| Systems | All systems |
| Project source | Project URL |
| Read-me | Readme URL |
| License | License URL |

https://youtu.be/5QvMMHMe4T0?si=3F09M24-GhYTWXDm
Welcome to the Map Shine Toolkit, a module for Foundry Virtual Tabletop designed to provide map makers with a powerful toolkit for adding animations and special effects in the quickest and least technically complex way possible.
The workflow is simple: create your map as you normally would, then produce additional texture maps with special filename suffixes that correspond to the effects you want to enable. From there, you can activate and tweak each effect in the module's UI to get the exact look you want.
Beyond texture maps, you can now draw effect sources directly onto your scene! The Map Point Editor allows you to create groups of points, lines, and polygons that can act as emitters for particle effects like sparks, fire, and dust motes. This gives you precise, texture-independent control over where your effects appear.
[Image/GIF of the Map Point Editor in action]
The Map Point Editor allows for precise placement of effect sources.
This toolkit includes a wide range of configurable effects that can be layered and combined.
_Specular map. Fully procedural and animated with configurable bloom, starbursts, and chromatic aberration tied directly to the shine._Iridescence map. Features customizable color gradients and animated distortion for a liquid-like churn._Water mask.
_Shoreline map to generate foam, shoreline distortion, and particle effects.| [Image/GIF of Water Effects] Procedural Water Effects |
[Image/GIF of Caustics] Animated Underwater Caustics |
_Outdoors mask._Canopy mask with animated distortion to mimic leaves swaying in the wind._Structural mask._Dust texture or sourced from the Map Point Editor.| [Image/GIF of Canopy Shadows] Canopy Shadows |
[Image/GIF of Structural Shadows] Structural Shadows with Parallax |
Create dynamic particle effects using either texture maps or the Map Point Editor.
_Fire mask, combining animated particles with a powerful bloom glow._Sparks mask._Prism map.| [Image/GIF of Fire Particles] Fire Particle System |
[Image/GIF of Sparks] Sparks Effect |
_Ambient map to add persistent light to parts of a scene without adding a Foundry VTT light source._GroundGlow map to create textures that appear or disappear based on the presence of scene lighting.
_Heat map._Prism mask.[Image/GIF of Prism Effect]
Prism Effect
A complete collection of screen-space effects to finalize the look of your scene.
.cube Look-Up Tables for cinematic color grading.[Image/GIF of Advanced Color Correction UI/Effect]
The advanced color correction suite offers professional-grade control.
[Image/GIF of Scene Transition]
Customizable Scene Transitions
The toolkit primarily uses a texture-auto-discovery system. For any given background image or tile (e.g., MyMap.webp), you create corresponding effect maps with specific suffixes. The module automatically finds these maps and applies the associated effect. For best results, ensure all texture maps have the same dimensions as the base image.
Alternatively, many particle effects can now be sourced from the Map Point Editor, allowing you to place them without creating new textures.
_Specular: Metallic Shine. Defines reflective surfaces._Iridescence: Iridescence. Defines shimmering surfaces._Water: Water Effects. Defines the main water area._Shoreline: Shoreline Foam. Overrides automatic shoreline detection for the Water effect._GroundGlow: Light-Reactive Textures. Defines areas that glow in light or dark._Ambient: Ambient / Emissive Glow. Defines self-illuminated surfaces._Heat: Heat Distortion. Defines areas that produce a heat haze._Prism: Prism Effect & Glint Particles. Defines areas that split light and spawn glints._Fire: Fire Particles. Defines the source area for fire._Sparks: Sparks Particles. Defines the source area for sparks._Dust: Dust Motes. Defines where dust particles are visible._Outdoors: Cloud Shadows & other effects. Defines exterior areas._Canopy: Canopy Shadows. Defines areas with leafy tree cover._Structural: Structural Shadows. Defines areas with indoor structural shadows.This module includes a powerful real-time debugging UI that allows you to tweak every parameter of every effect. To manage your settings, the module also features a robust Profile Manager. You can save complex effect configurations as profiles, load them on demand, and even set a default profile to be loaded automatically for a given scene.
You are encouraged to use this system for your maps! It will always be free to use for personal and commercial use. If you use this module in maps that you sell or distribute, please include a shout-out to this module and a link to my Patreon and/or the places I sell my maps. Making maps and modules is a full-time job for me, and your support is not just appreciated it's helping me rebuild my life.
Patreon: Mythica Machina
Foundry VTT Store: My Maps on Foundry VTT Store
DriveThruRPG.com: My Maps on DriveThruRPG.com
illuminationbuffer): This library is required for the light-reactive features (Glow in the Dark / Light) and advanced post-processing effects to correctly interact with scene lighting.This module is compatible with Foundry VTT Version 13 and newer.
For questions, advice, or to report an issue, you can reach me here:
garsondeeThis project is licensed under the MIT License. See the LICENSE file for details.
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: map-shine 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.