• Guides
  • Getting Started
  • Project Setting
  • Artistic Effects

Art Style

By clicking Details - Artistic Effects in the CliCli Editor menu bar, you can set the overall style in a project, for example, add skybox, filters, weather, and special effects.


  • Overall Style
    You can change the overall style of a game, including role style in the game. For example, you can change the overall style to Pixel or Sketch.
  • Filters
    You can change the color tone of the whole scene. For example, after you select the Filter 1, the scene image will completely turn to the black-and-white tone. P37
  • Bloom
    Bloom can simulate the floodlight effect in the project as you observe bright objects with naked eyes in the real world, making the project vivid. The Bloom Strength option can be used to adjust the intensity of the floodlight and the Decay Range option can be used to adjust the degree of the floodlight decaying when a unit goes towards the light source. During the development, you can try different values to obtain the best visual effect.
  • Vignetting
    You can set vignetting parameters to darken the corners of the scene, thus creating an atmosphere of tension, thrill, suspense, and mystery.


Skybox is a cube that covers the whole game scene, defining the spatial background except the ground.

Click the thumbnail of Skybox to select a skybox. You can also click replace_dwn to enter Resource - Skybox and select or import a new skybox.



During design, you can add Fog to make the scene more real. Fog will come out when the camera height is higher than the Minimum Height you set for fog. When the camera goes higher, the fog gets denser.

  • Color: used to adjust the color of fog.

  • Fog Density: used to adjust the fog density. Your vision will be more blurred when the Fog Density is higher.

  • Minimum Height: There is no fog where the height is smaller than this value.

  • Falloff Speed: the falloff speed of the fog when the game role walks into the fog.


Fog of War

Fog of War involves two parts:Gray Layer and Unexplored Layer.

Gray Layer indicates the vision that had been obtained but is lost now. A game player can only obtain the vision of the place where there is no less than one of his/her teammates. You can set the Color, Density, Distortion, and Distortion Strength of the Gray Layer.

Distortion indicates that the Gray Layer has an effect similar to flame burning, which can bring the experience of visual distortion to players, as shown below.


Unexplored Layer appears where a game player and his/her teammates have never been. You can set the Color,Density, and Falloff Speed of the Unexplored Layer.


You can set the special effect when the player Upgrades, Gain currency from killing monsters, or Resurrect. You can also set whether the currency gained from killing monsters is visible to all or to only the player who gains it.

Click the folder icon to open Resource - Special Effects and change the corresponding special effect.



You can set the Weather that covers the whole project scene and does not affect the regional weather.


Cursor & Indicator

You can set Cursor Status, Ability Indicators, and Move Effects.

In the Cursor Status tab, you can set the style of the mouse that is Hover, Select, or Disabled in Normal condition. You can also set the style of the mouse that is Hover or Select at Enemy Building Unit, Enemy Non-building Unit, Self Building Unit, Self Non-building Unit, Game Rules, and Friendly Non-building Unit.

After double-clicking the mouse style to enter Resource - Mouse Style, you can select or import a new mouse style. You can also click mainwindow2_artistic_effect_setting_replace_dwn to reset the mouse style.


Before a game-ability is released, there is an Ability Indicator in the scene to show you the direction or area of the ability. You can set the special effect of Ability Indicators.

After clicking assetstore_home_edit_liang_hover to enter Resource - Special Effects, you can change or import a new special effect. You can also click mainwindow2_artistic_effect_setting_replace_dwn to reset the special effect.


The following figure shows a special effect of the arrow indicator.


You can set the Move Effects of a unit when it is moving or attacking. After clicking ![asset store_home_edit_liang_hover](./icon-common/asset store_home_edit_liang_hover.png) to enter Resource - Special Effects, you can change or import a new special effect. You can also click mainwindow2_artistic_effect_setting_replace_dwn to reset the special effect.


Shadow Quality

You can define whether to Enable Cascaded Shadow. When disenable, you can set the Shadow Distance between layers; when enable,you can set the number of Cascades and Cascaded Shadow Distance between layers.

In some scenes, the real-time shadow produced by directional light will be pixelated and cause perspective aliasing when it approaches the camera. Cascaded Shadow helps solve this issue.


Note: Cascaded Shadow is only effective for directional light. The more Cascades is set, the less perspective aliasing on shadows is, while the more rendering overhead of the computer will be caused.



Combat Text

You can customize the effect of Combat Text in some scenes, including the scenes of Gain Gold, Heal, Magical Damage, Physical Damage, and True Damage. Each scene includes two types: Normal and Crit.

Clicking the tihuan_an on the Normal style of the Combat Text in the button of the window, you can open Resource Manager - Icon - Combat Text and change or import a new icon for the Combat Text.


You can define a behavior for Combat Text and call it through Trigger.




You can customize the loading page when the CliCli Editor is launched.