Drop Shadow

Brief Description

Drop Shadow creates a shadow around the source object based on its alpha channel.

Controls

Parameter / Script Name Type Default Function
Enabled / enabled Boolean On
Red / process_red Boolean On Enable the red channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Green / process_green Boolean On Enable the green channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Blue / process_blue Boolean On Enable the blue channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Alpha / process_alpha Boolean On Enable the alpha channel in output. Otherwise if there's a source the content of the main source is returned instead, else 0.
Distance / distance Float 20 Distance of the shadow from the source.
Angle / angle Float -45 Angle of the shadow direction.
Color / color Color 0, 0, 0, 1 Color of the shadow.
Blur Size / blurSize Float 2D 0, 0 Size of the gaussian blur applied to the shadow.
Blur Downscale Threshold / downscale_threshold Float 15 When the blur size exceeds this threshold, the image is downscaled before blurring and upscaled afterward to approximate the full blur at much faster speed.
Crop Blur To Composition Format / crop_source_to_comp Boolean On Improves performance on large blurs when blurring outside‑comp areas is not required.
Shadow Type / blendOrder Choice Shadow Under Source Shadow Under Source
Shadow Over Source
Inner Shadow
Shadow Only
Blending Mode / mode Choice Multiply

Add: Ac + Dc — Adds source to destination.

Color Dodge: if Ac < 1 → min(1, Bc / (1 - Ac)); else 1.

Lighten: max(Ac, Bc).

Linear Dodge: min(Ac + Bc, 1).

Screen: Ac + Bc - Ac * Bc.

Hard-light: multiply/screen depending on Ac.

Hard Mix: vivid-light threshold.

Linear Light: burn/dodge depending on Ac.

Overlay: multiply/screen depending on Bc.

Pin Light: removes mid-tones.

Soft Light: branched soft-light formula.

Vivid Light: color burn/dodge.

Difference: abs(A - B).

Divide: Ac / Bc (if Dc > 0 and Ac > 0).

Exclusion: Ac + Bc - 2AcBc.

Minus: Ac - Bc.

Subtract: Bc - Ac.

Color: SetLum(Ac, Lum(Bc)).

Hue: SetLum(SetSat(Ac, Sat(Bc)), Lum(Bc)).

Luminosity: SetLum(Bc, Lum(Ac)).

Saturation: SetLum(SetSat(Bc, Sat(Ac)), Lum(Bc)).

Replace: Ac.

Destination Atop: Bca × Aa + Aca × (1 - Ba).

Destination Out: Ba * Bc * (1 - Aa).

Destination Over: Aa * (1 - Ba) + Bc.

Destination In: Bc * Aa.

Source Atop: Ac * Ba + Bc * (1 - Aa).

Source Out: Ac * (1 - Ba).

Normal: Ac + Bc * (1 - Aa).

Source In: Ac * Ba.

Xor: Ac * (1 - Ba) + Bc * (1 - Aa).

Average: (Ac + Bc) / 2.

Conjoint Over: branch based on Aa ≤ Ba.

Disjoint Over: branch based on Aa + Ba ≥ 1.

Geometric: 2AcBc / (Ac + Bc).

Grain Extract: Bc - Ac + 0.5.

Grain Merge: Bc + Ac - 0.5.

Hypot: sqrt(Ac² + Bc²).

Reflect: Aa² / (1 - Ba).

Color Burn: 1 - min(1, (1 - Bc) / Ac).

Darken: min(Ac, Bc).

Linear Burn: Bc + Ac - 1.

Multiply: Ac * Bc.

Multiply (Math): Ac * Bc (negatives preserved).

Colorspace / input_colorspace Choice Project Display Space Project Working Space: The color is assumed to be expressed in the project working space.
Project Display Space: The color is assumed to be expressed in the project display space.
Mask / mask Image -
Mix / mix_with_source Float 1 Dissolves between the original image at 0 and the image with the effect applied at 1.