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[Material] Create an InkSparkle splash effect that matches the Material 3 ripple effect #99731
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Gold has detected about 1 new digest(s) on patchset 3. |
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Gold has detected about 3 new digest(s) on patchset 6. |
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Gold has detected about 3 new digest(s) on patchset 7. |
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Gold has detected about 2 new digest(s) on patchset 8. |
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Gold has detected about 20 new digest(s) on patchset 9. |
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Gold has detected about 15 new digest(s) on patchset 10. |
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Gold has detected about 7 new digest(s) on patchset 11. |
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Gold has detected about 12 new digest(s) on patchset 12. |
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
…e Material 3 ripple effect (flutter/flutter#99731)
Android Samples
Tests
Randomto seed the turbulence effect.Note on performance
Currently, the shader needs to be compiled at run time before the first InkSparkle can be painted. This takes 3-4 milliseconds on a Pixel 6 Pro and 30-35 milliseconds on a 2014 Moto E. The Moto E runs InkRipple at about 5 fps and the InkSparkle at about 5 fps. Even in the worst case, the async shader compilation is negligible, but it could be moved to MaterialApp or Theme creation instead.
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InkSparkle#98669InkSparkleSPIR-V byte code from static const to a file to prepare for Impeller #99783Pre-launch Checklist
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