twtw
April 24, 2026, 2:52pm
1
Hi!
No matter where I go, I always come back to Aseprite. Nothing beats it!
But having spent the few last years working in photoshop. substance painter, after effects etc, when I came back to Aseprite I suddenly felt very strongly the lack of non destructive workflows. I mean by that of course: masks! But not only: procedural and adjustable effects, adjustement layers, and whatever more we can think of. It would simply add a whole bunch of new possibilities.
Thanks!
These are already planned features.
opened 11:16AM - 24 Aug 14 UTC
feature
high priority
It'd be great to implement masks to make coloring, shading, and effects of any d… rawing easier.
Having a hierarchy of masks within masks would be super helpful too.
So I can do, for example:
- Make a Color layer. Duplicate it, create a mask out of it called 'Color Mask'.
- Put the Color within the mask.
- Create a Shadow layer within the Color Mask layer to apply shadows liberally.
> Color Mask
> ...... > Shadow
> ...... > Color
- Make a Shadow Mask within that so then I can tweak bounce lights or effects with soft brushing.
> Color Mask
> ...... > Shadow Mask
> ............ > Shadow
> ............ > Bounce Light
> ............ > Core shadow
> ...... > Color
Allowing me a deep hierarchy of masks will make coloring and shading much easier for myself and others, in addition to other practical applications.
Transparent Pixel Lock is a tool that takes the alpha values of a layer and locks them, but it will allow me to change the color of the pixels as I so please. It will just give me another took at my disposal that will make my life so much easier to paint and animate with pixels.
If you ever need help visualizing what masks are or the applications it can have in animation in addition to what Transparent Pixel Locks are, feel free to inquire and I can provide detailed explanations with illustrations!
opened 01:38PM - 28 Mar 25 UTC
feature
timeline
sprite editor
render
Referenced as #1152 in the past, but here we make it explicit: We should be able… to create a effect layer to be applied to a specific regular layer (or composed group of layers) in **real-time**. The fx could be several things: any filter from _Edit > FX_ or _Edit > Adjustments_.
Should work in a similar fashion to mask layers (#459).
twtw
April 24, 2026, 8:09pm
3
Nice. But i see the layer masks post is from 2014… is it still planned?
Yep, I believe it’s being worked on in smaller steps, because to implement it the rendering engine needs to be re-written, which is no small task. Maybe at some point the development on it will pick up.
opened 02:23PM - 13 Sep 22 UTC
feature
maintenance
performance
render
refactor complexity
gpu
A planned effort we have (as an item of #960) is to rewrite the rendering engine… to use shaders (SkSL language, skia shaders). This should fix several issues at the same time and can be a progressive effort:
- [x] use SkShaders to use CPU or GPU accelerated rendering (similar as we've done with color selectors in #2900)
- [ ] cache rendered tiles (portion of the canvas in an editor/frame) (check some insights from the Chrome team https://web.dev/speed-layers/ )
- [ ] rendering layer groups separately #3225
- [ ] mask layers https://github.com/aseprite/aseprite/issues/459#issuecomment-260010136
- [ ] allow dynamic effects: https://github.com/aseprite/aseprite/issues/3169#issuecomment-1034212537, https://github.com/aseprite/aseprite/issues/1506, https://github.com/aseprite/aseprite/issues/3377
- [ ] Fix some bugs with current renderer like #2661 and #3533
- [ ] #3616
I have a minimal work-in-progress commit to start the refactor, but nothing serious yet.
Some initial work was done with a66c170ded41e01667c2180dcd1bc99258bf02ce and d012bd2d45382705ae0de6e4d6602b7126701b03 and I'll start a PR to make some progress and indicate the steps to follow.
The roadmap says it is planned for 1.4: