Overview
Adds a glow around a sprite, or along its inside edge. It is the luminous counterpart to Drop Shadow. Because it uses a distance transform rather than a blur, it can create pixel-art-friendly stepped glow controlled by steps. It is a common game-asset effect for magic, neon, and blinking collectible items.
Usage tips
- For pixel art,
stepsof 1โ3 is the go-to range. 0 (smooth) creates many intermediate colors, so use stepped glow for palette-managed assets. radius=1lights the first pixel next to the boundary. Radius is an inclusive reach measured from the boundary.- Reserve at least radius pixels of padding with
canvas_resizefirst so the glow is not clipped. - For a pulsing animation, drive
intensitywithmotion (Wobble), moving between about 0.5 and 1.5. Insidecreates rim light along an inner edge. It works well for characters in night scenes or highlighted objects.
Common pitfalls
- The glow is clipped into a rectangle at the canvas edge: there is not enough
padding. Expand the canvas by radius with
canvas_resize. - The glow mixes with the background and looks muddy: this node composites within
the image. To additively composite against a background, create only the glow on
black and place it over the background with
blend(Add). - The color count increased: the gradient from
steps=0is responsible. Set steps, or placepalette_quantizedownstream.
Technical details
- Falloff is calculated from the chamfer distance to the silhouette (alpha โฅ 0.5).
- An empty silhouette returns the source unchanged regardless of radius.
Outside: treats pixels below alpha 0.5 as outside and places glow color there. Consequently, semi-transparent antialiasing pixels can change color or alpha.Inside: overlays the glow color on the inner edge. Alpha is unchanged.stepsquantizes falloff, keeping the color count low withoutPalette Quantize.
Examples
- Magic projectile: projectile sprite โ
Glow(Outside, steps: 2)for a two-step glow ring - Rim light: character โ
Glow(Inside, radius: 2)for a backlit edge - Neon sign: text โ
Glow(Outside, intensity: 1.5)โBlend(Add)over the background
Related nodes
drop_shadowโ the shadow counterpart, built by offsetting and expanding a silhouetteoutlineโ when you want a crisp outline rather than lightgaussian_blur+blend(Add)โ the classic manual glow setupmotionโ drives a pulsing animation