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OGraf Studio 0.22.0-rc.1

Unreleased candidate for testing. This is not the stable 0.22 release.

What's new​

  • Blend effects independently with a blend mode and opacity. New effects start bypassed; existing projects preserve their appearance.
  • Create procedural patterns from visual presets or selected vector shapes. Edit symbols, spacing, and motion in a live preview, import SVG silhouettes, and keep shared resources or make a layer independent.
  • Apply animated shader paints to shapes, text, procedural patterns, images, image sequences, and Lottie layers. Media paints follow the original content's alpha.
  • Keep text editable while using independent shader fills and outlines.
  • Expose shader controls and OGraf data fields with #pragma ograf annotations for sliders, colors, toggles, and 2D vectors.
  • Animate exposed shader controls with property keyframes and repeating local loops, independently for fill and outline. Keyed channels take precedence over runtime data while their tracks are active.
  • Create unused project shaders with Resources → Shaders → New Shader, then apply them to objects when needed. Browse saved shaders and object usages with thumbnails and editable names.
  • Edit in a live preview, load GLSL files, and choose Save shader or Cancel before changing the project.
  • Drag a shader resource onto an Inspector Fill or Outline row to copy its paint and settings.
  • Remove shader usages from Resources while keeping their objects, with Undo support.

Supported shader profile​

Shader paints require WebGL 2 and support one Shadertoy-style Image pass using mainImage, iTime, iResolution, and annotated parameters. Texture/audio inputs, feedback buffers, and multiple passes are not supported.

Shader-painted objects can receive masks and provide geometric path masks. Using their rendered alpha as a separate layer's mask is not supported in this candidate.