While you can use interactive Matchbox shader effects elsewhere in Flame (such as from the Timeline or Batch), using Matchbox in Action presents some unique benefits:
Keep in mind that the Matchbox XML schema contains tags to identify if the shader is designed as an Action Node, Timeline FX, or Transition. The tags ShaderType and SoftwareVersion are added automatically to the XML by the shader_builder script.
The Action Priority Editor has a Matchbox Only mode to view and change the drawing order of Matchbox shaders.
See the sections below for information on how to add, and things to watch for, when working with each type of Action Matchbox shaders.
To add a Matchbox node in Action connected to a Texture node:
Do one of the following:
Select Add Matchbox in the context menu of a supported texture or 3D Geometry.
The file browser opens to allow you to select a Matchbox shader.
With a supported texture node selected in the Schematic view, double-click the Matchbox node in the All Nodes bin.
The file browser opens to allow you to select a Matchbox shader.
With a supported texture or 3D Geometry node selected in the Schematic view, double-click a Matchbox preset node from the Matchbox node bin.
The Matchbox node with a parented Diffuse node is added to the scene as children of the selected texture or geometry.
Type Matchbox or the name of a Matchbox shader in the Search widget.
Matchbox nodes and their links are displayed as black in the Schematic view to help you identify them.

Double-click the Matchbox node in the Schematic view to display its menu.
The Matchbox node populates the user interface dynamically, based on the GLSL (and XML) code, but there are a few UI elements that are constant, located in the Shader menu.
Use the Action Object Solo view (F8) on the parent texture to cycle through three Matchbox views: Context, Result, and Result Matte. The F8 view also allows to interact directly in the viewport with widgets, if they are present in the shader.
Connect Matchbox shaders to the Action Camera to have the result of the shader applied to the result of the Action scene. Similar to using Texture Matchbox shaders, the priority editor is used to handle the pipeline order.
GMasks can be connected to a Camera to limit their effect to the post-processing pipeline exclusively. GMask output passes have an option to only show GMasks connected to the current camera, so you can set GMask to not interact with the scene, and only be created to be used with the post-processing pipeline. You can also use a GMask input Matchbox shaders if they have been implemented to use this input.
The Action post-processing pipeline can connect the Matchbox shader automatically to the appropriate Action output. To support this, shader developers need to set the InputType tag properly in the shader XML. Each Action output has its equivalent InputType tag. This includes RGBA shader rendering.
The following input types are supported:
Matchbox Camera FX also have access to the Acton output list in their patch panel located in the Shader menu, so the proper connection can be set if the Matchbox shader hasn't been tagged properly in the XML.
To add a Matchbox node in Action connected to a Camera:
Do one of the following:
Select Add Matchbox or Add Camera FX in a Camera's context menu.
The file browser opens to allow you to select a Matchbox shader.
With a Camera node selected in the Schematic view, double-click the Matchbox node in the All Nodes bin.
The file browser opens to allow you to select a Matchbox shader. Some Matchbox shaders supplied with Flame are already optimized for use as Camera FX; navigate to the ACTION_CAMERA_FX sub-folder.
With a Camera node selected in the Schematic view, double-click a Matchbox preset node from the Matchbox node bin.
Type Matchbox or the name of a Matchbox shader in the Search widget.
The Matchbox node is added to the scene as a child of the selected camera. Once a Matchbox node is parented to a camera, it becomes a Camera FX, and you are not able to connect the Matchbox node to any other node other than the Camera nodes in the Schematic view.

Matchbox nodes and their links are displayed as black in the Schematic view to help you identify them.
Double-click the Matchbox node in the Schematic view to display its menu.
The Matchbox node populates the user interface dynamically, based on the GLSL (and XML) code, but there are a few UI elements that are constant, located in the Shader menu.
When rendering a Camera FX pipeline, Action uses Multi-Render Targets (MRT) to allow outputs to be much more efficient. Depending on the Rendering settings, the scene is rendered only once or twice instead of as many times as there are output passes, leading to a significant speed increase in the case of Camera FX requiring many input connections. The biggest speed improvement can be found when the Accumulation Rendering option is set to Accumulation On or Accumulation Off, since all passes can then be done using a single MRT. In the case of Accumulation RGBA, two MRTs are needed, which reduces the speed improvement compared to the other Accumulation settings, but still offers a significant boost compared to not using MRT at all.
The shader loaded in an existing Matchbox node can be changed.
The file browser opens to allow you to select a Matchbox shader.

As of Flame 2026.1 Update, Matchbox nodes and their links are displayed as orange in the Schematic view to help you identify them.

