Sets a custom text rendering shader for a specific canvas.
Takes canvasID (Int) and shaderID (Int).
Returns nothing.
Shaders
Parameters & Returns
Parameters
canvasIDInt
shaderIDInt
Returns
Void
Quick Summary
Sets a custom text rendering shader for a specific canvas.
Takes canvasID (Int) and shaderID (Int).
Returns nothing.
Technical Exegesis...
Sets a custom text rendering shader for a specific canvas. Searches g_canvasMap for canvasID. If found, sets canvas.activeTextShader = shaderID. If canvas not found, function silently does nothing. No return value.
This function enables per-canvas text shader customization. ShaderID is from text shader loading function. Canvas.activeTextShader is stored in DX12Canvas structure. When b2dSetCanvasFilter is active for this canvas, this shader is used for text rendering instead of global text shader.
Sets a custom text rendering shader for a specific canvas. Searches g_canvasMap for canvasID. If found, sets canvas.activeTextShader = shaderID. If canvas not found, function silently does nothing. No return value.
This function enables per-canvas text shader customization. ShaderID is from text shader loading function. Canvas.activeTextShader is stored in DX12Canvas structure. When b2dSetCanvasFilter is active for this canvas, this shader is used for text rendering instead of global text shader. Allows different text styles per viewport (outlined text in one canvas, glowing text in another). ShaderID 0 means use global text shader (default). Shader persists until changed or cleared. Use for viewport-specific text effects, debugging overlays, HUD customization. Silent failure if canvas doesn't exist. Common pattern: set different text shaders for editor viewport vs preview viewport.