I don't think the amount of shadow is a thing, in this case, it's simply an offset at which the (blurred or not) replica of the text is placed at. I guess you could "enrich" the shadow by placing multiple shadows at gradual offsets, then blur each one as desired (probably gradually as well) - by the way, I guess some rainbow effect could be achieved on the text this way, if using different colors, but I'm not sure of that yet. Or, just placing the shadows in 8 directions instead of the initial 4, since this makes the blur even more pronounced - as I said, variations of this can be customized based on the user's preference, nothing is set in stone:death.crafter wrote: ↑August 18th, 2021, 4:41 amSigma is the amount of shadow, or rather the width of the shadow. I don't think its an universal term tho.
Code: Select all
[Variables]
Color0=0,0,0,64
Color1=0,128,255,64
Color2=255,0,255,255
Color3=255,0,255,255
ShadowOffset=3
ShadowBlur=3
ParameterStep=0.5
ParameterIndex=0
Parameter0=Offset
Parameter1=Blur
[Rainmeter]
Update=1000
DynamicWindowSize=1
AccurateText=1
---Measures---
---Meters---
[MeterText]
Meter=String
X=0
Y=0
FontFace=Tahoma
FontColor=#Color2#
SolidColor=#Color0#
SolidColor2=#Color1#
GradientAngle=90
InlineSetting= Shadow | (-#ShadowOffset#) | (-#ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting2=Shadow | (-#ShadowOffset#) | ( #ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting3=Shadow | ( #ShadowOffset#) | (-#ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting4=Shadow | ( #ShadowOffset#) | ( #ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting5=Shadow | (-#ShadowOffset#) | (0) | (#ShadowBlur#) | #Color3#
InlineSetting6=Shadow | (0) | ( #ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting7=Shadow | (0) | (-#ShadowOffset#) | (#ShadowBlur#) | #Color3#
InlineSetting8=Shadow | ( #ShadowOffset#) | (0) | (#ShadowBlur#) | #Color3#
FontSize=34
AntiAlias=1
Padding=5,5,5,5
UpdateDivider=-1
Text="Text Effects Demo#CRLF##CRLF##CRLF##CRLF#Shadow [#Parameter[#ParameterIndex]]#CRLF##CRLF##CRLF##CRLF#Text Effects Demo"
LeftMouseUpAction=[!SetVariable Color0 #Color1#][!SetVariable Color1 #Color0#][!UpdateMeter #CURRENTSECTION#][!Redraw]
MiddleMouseUpAction=[!SetVariable ParameterIndex (1-#ParameterIndex#)][!UpdateMeter #CURRENTSECTION#][!Redraw]
MouseScrollUpAction=[!SetVariable Shadow[#Parameter[#ParameterIndex]] ([#Shadow[#Parameter[#ParameterIndex]]]+#ParameterStep#)][!UpdateMeter #CURRENTSECTION#][!Redraw]
MouseScrollDownAction=[!SetVariable Shadow[#Parameter[#ParameterIndex]] ([#Shadow[#Parameter[#ParameterIndex]]]-#ParameterStep#)][!UpdateMeter #CURRENTSECTION#][!Redraw]
DynamicVariables=1
Yeah, I have HA disabled, as it hides parts of images when animating. I would have posted this as a bug if I was confident there was a feasible solution, but I'm not sure it is, as it's possible to be just a Windows thing. Regarding the CPU usage of these particular effects, I have all the active skins from my suite (i.e. half of the total) at under 1% CPU on idle, but when I activate just this simple sample above, the Rainmeter's CPU usage jumps at 3.5%. For me, that's too much for just this simple code, updated at the "normal" 1 second interval.death.crafter wrote: ↑August 18th, 2021, 4:41 am CPU is the last thing I would be worried about if I use magickmeter. But yeah some folks would care.
Usually these things take CPU only if you don't have hardware acceleration turned on. I don't see much of a usage on my i3, which is rather a low end CPU. Outdated, more appropriately termed.
EDIT: Damn, my bad. Adding an UpdateDivider=-1 to the meter fixed this - I guess its absence was a leftover from the original code I used as a base to illustrate the same thing (but used differently, to make a white text on a white background visible at the same time with the effect) back when I modified it. That code was obviously from a more newbie user, not bothering with update dividers to save resources and all. Will edit the above sample accordingly.