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4 changes: 4 additions & 0 deletions automated_updates_data.json
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Expand Up @@ -104,6 +104,10 @@
{
"date": "2026-07-07",
"summary": "Improved keyboard docs: added 'Key just pressed' (held vs one-frame) and 'Any key released' conditions, control-remapping note, and a reference list of valid key names"
},
{
"date": "2026-08-16",
"summary": "Added parameter explanations to thin effect pages (CRT, Kawase blur, RGB split, tilt shift, drop shadow, god rays, outline, displacement, pixelate, color map)"
}
]
}
2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/color-map/index.md
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Expand Up @@ -22,6 +22,8 @@ Try some ready-to-use color maps
- color-map-model-2.png : ![](color-map-model-2.png)
- color-map-model-3.png : ![](color-map-model-3.png)

The **Mix** parameter (in percent) sets how strongly the color map is applied: lower it to blend the original colors with the mapped ones, which is convenient to fade the effect in and out during the game.


## Reference

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9 changes: 9 additions & 0 deletions docs/gdevelop5/all-features/effects/crt/index.md
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Expand Up @@ -4,6 +4,15 @@ Applies a CRT effect, simulating an old cathode-ray tube television.

![](crt-effect.png)

## Parameters

- **Line width** and **Line contrast** control the horizontal scanlines: how thick they are and how visible they are compared to the image.
- **Curvature** bends the image outward to mimic the rounded glass of a CRT screen. Set it to `0` for a flat screen.
- **Noise** and **Noise size** add static grain over the image, while **Noise Frequency** sets how many times per second the noise is refreshed (set it to `0` to freeze the noise).
- **Vignetting**, **Vignetting alpha** and **Vignetting blur** darken the edges of the screen to focus attention on the center.
- Enable **Show vertical lines** to draw vertical lines instead of horizontal scanlines.
- **Interlaced Lines Speed** animates the scanlines: `0` pauses the animation, `1` is normal speed, `2` is double speed, etc.


## Reference

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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/displacement/index.md
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Expand Up @@ -12,6 +12,10 @@ You can use this effect to apply all manner of warping effects. Currently, the `

> It uses the values of the displacement map to look up the correct pixels to output. This means it's not moving the original. Instead, it's starting from the original output and displays the screen differently based on the displacement map. For example, if a displacement map pixel has red = 1 and the filter scale is 20, this filter will output the pixel approximately 20 pixels to the right of the original.

## Parameters

The **Scale on X axis** and **Scale on Y axis** control how strong the displacement is on each axis (the maximum number of pixels a fully red or green area of the map can shift the image). Set both to `0` to disable the effect.


## Reference

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7 changes: 7 additions & 0 deletions docs/gdevelop5/all-features/effects/drop-shadow/index.md
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Expand Up @@ -4,6 +4,13 @@ Add a drop shadow under your object's visible on the layer.

![](drop-shadow-effect.png)

## Parameters

- **Distance** and **Rotation** set how far the shadow is offset from the object and in which direction the light is coming from.
- **Blur** softens the edges of the shadow, and **Quality** controls how smooth that blur looks (higher values cost more performance).
- **Color of the shadow** and **Alpha** define the shadow's color and how opaque it is.
- Enable **Shadow only** to hide the object and keep only its shadow, which is handy to render the shadow on a separate layer.


## Reference

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8 changes: 8 additions & 0 deletions docs/gdevelop5/all-features/effects/god-rays/index.md
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Expand Up @@ -4,6 +4,14 @@ Cast rays of light from the top of the screen. **This won't work well if shown o

![](godray-effect.gif)

## Parameters

- **Center X** and **Center Y** set the position the rays appear to come from.
- **Angle** tilts the rays, and **Light** sets how far they reach down the screen.
- **Gain** and **Lacunarity** shape the intensity and detail of the rays (how bright and how broken-up they look).
- Disable **Parallel** to make the rays spread out from the center point instead of staying parallel.
- **Animation Speed** animates the rays over time: `0` pauses them, `1` is normal speed, `2` is double speed, etc.


## Reference

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6 changes: 6 additions & 0 deletions docs/gdevelop5/all-features/effects/kawase-blur/index.md
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Expand Up @@ -2,6 +2,12 @@

This is a faster version of the traditional "Blur" effect. It's recommended that you use this one rather than the "Gaussian" blur effect.

## Parameters

- **Blur** sets the overall strength of the blur.
- **Pixelize X** and **Pixelize Y** stretch the blur horizontally or vertically, which is useful to create a directional (motion-like) blur.
- **Quality** controls how many passes are used to compute the blur: higher values give a smoother result but cost more performance.


## Reference

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9 changes: 9 additions & 0 deletions docs/gdevelop5/all-features/effects/outline/index.md
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Expand Up @@ -4,6 +4,15 @@ Add an outline on all objects of the layer having the effect. **This won't work

![](outline-effect.png)

## Parameters

- **Thickness** sets how wide the outline is, in pixels.
- **Color of the outline** sets its color.

!!! tip

To keep the outline from being clipped at the edges of the object, increase the **Padding** so the effect has room to draw around the image.


## Reference

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2 changes: 2 additions & 0 deletions docs/gdevelop5/all-features/effects/pixelate/index.md
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Expand Up @@ -4,6 +4,8 @@ Applies a pixelated effect, making display objects appear 'blocky'.

![](pixelate-effect.png)

The **Size** parameter sets the width and height of the blocks, in pixels: the larger the size, the coarser (more "blocky") the result.

!!! note

For pixel-perfect or 8-bitgames, you can change the **Scale mode** options in your [game properties](/gdevelop5/interface/project-manager/properties) instead of using this effect.
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4 changes: 4 additions & 0 deletions docs/gdevelop5/all-features/effects/rgb-split/index.md
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Expand Up @@ -4,6 +4,10 @@ Separate each component's RGB(red, green, blue) colors and display them on the s

![](rgb-effect.png)

## Parameters

Each color channel has its own **X offset** and **Y offset** (in pixels). By moving the red, green and blue channels in different directions you can create a chromatic aberration look, a glitchy screen or a simple 3D/anaglyph effect. Setting every offset to `0` makes the effect invisible.


## Reference

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5 changes: 5 additions & 0 deletions docs/gdevelop5/all-features/effects/tilt-shift/index.md
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Expand Up @@ -4,6 +4,11 @@ Add blur to the top and bottom of the entire layer or object. Perfect to simulat

![](tilt-shift-effect.png)

## Parameters

- **Blur** sets the maximum blur strength applied to the top and bottom of the image.
- **Gradient blur** controls how gradually the image transitions from the sharp central band to the fully blurred edges. A larger value produces a wider, smoother in-focus area.


## Reference

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