Describes how to transform each character.
groupRendering
subgroupText
pos?: Vec2
Offset to apply to the position of the text character.
Shifts the character's position by the specified 2D vector.
scale?: Vec2 | number
Scale transformation to apply to the text character's current scale.
When a number, it is scaled uniformly.
Given a 2D vector, it is scaled independently along the X and Y axis.
skew?: Vec2 | number
Skew transformation to skew each of the characters, in degrees of tilt.
When a number, it skews the text to the right as with italic text.
Given a 2D vector, it affects the skew of the horizontal and vertical sides.
Increases the amount of degrees to rotate the text character.
Color transformation applied to the text character.
Multiplies the current color with this color.
Opacity multiplication applied to the text character.
For example, an opacity of 0.4 with 2 set in the transformation, the resulting opacity will be 0.8 (0.4 × 2).
If true, the styles applied by this specific entry transform
will override, rather than compose with, the default styles given in and by other
components' styles.
font?: string | FontData
If the font for this character should be different from the default font
or the one specified in .
Because the font can't be composed like the other properties,
this will override the font even if is false.
If true, characters that have a X scale that is not 1 won't have the bounding box stretched to fit the character,
and may end up overlapping with adjacent characters.
defaulttrue
A name for a shader that will be applied to this character only.
Values to use for the shader's uniform inputs.
If there is no shader set (by this character's transform or an entire-text
transform), this is not used.