Parameters & Live Performance
Once a shader is loaded, Shader Engine behaves like a first-class Resolume effect. This page covers its parameters, audio reactivity, and what makes it safe to lean on during a show.
The parameter groups
Select a layer/clip with Shader Engine and you’ll see these parameter groups:
Load
- Shader Path — the file picker; also stores which shader this instance uses (so it’s restored with your composition).
- Browse Library — opens the Shader Engine window (library, ISF/Shadertoy, editor).
- Status — shows load/compile errors. Empty = healthy.
Controls
- Rate — time/playback speed.
0pauses the shader; positive runs forward, negative runs in reverse. Use it to freeze, slow-mo, or scrub time-based shaders. - Control 1 … N — the loaded shader’s own inputs. These are hidden until a shader loads, then appear named after the shader’s ISF inputs.
Audio
- Audio FFT — a 256-bin audio spectrum fed to the shader. Shaders that declare an audio input become audio-reactive automatically (see below).
Milkdrop (Source variant only)
- Blend Time and Beat Sensitivity — for Milkdrop
.milkpresets when using the Source plugin.
Shader inputs become Resolume controls
Every input an ISF shader declares — sliders, colors, toggles, points — is mapped to a Resolume Control parameter with the shader’s own range and default. That means you can:
- Automate them on the timeline,
- Map them to MIDI knobs/faders,
- Map them to OSC, and
- Dashboard them like any other Resolume parameter.
There’s nothing special to learn: if you can map a Resolume effect parameter, you can map a shader input.
Audio reactivity
Feed the Audio FFT parameter from Resolume’s audio (or map it as you would any FFT-driven effect), and shaders written to respond to audio will pulse, morph, and move with the sound. The FFT is 256 bins, so shaders get a detailed spectrum, not just a single level.
Built for the stage
Shader Engine is designed to be trusted in a live set:
- Broken shaders fail safely. A shader that won’t compile or errors at runtime never takes down your composition — you see the error in Status and everything else keeps running.
- Many instances at once. Shader Engine has been tested with 160+ simultaneous instances in a single composition. Put as many as your GPU can handle; each is independent.
- Async loading. Shaders parse off the render thread, so loading a whole clip column fills in gradually instead of stalling playback.
- Offline-first. Local playback never depends on the network. Only web discovery (Shadertoy/ISF search) needs a connection — your loaded shaders keep performing regardless.
Performance tips
- Resolution drives cost. Shaders render at the composition/clip resolution; heavy shaders are far cheaper at 1080p than 4K. Drop resolution before dropping shaders.
- Watch your GPU, not your CPU. Shader work is on the GPU. If you’re stacking many instances, GPU headroom is the limit.
- Pause with Rate. Setting Rate to
0holds a shader on a frame with essentially no animation cost — handy for freezes and for parking expensive shaders you’re not actively using. - Stage per gig. Keep a per-set library folder (see The Library Browser) so everything you need is one click away mid-performance.
Next
- Editing Shaders — customize what a control does.
- Troubleshooting — if something isn’t rendering.