SKEffectionNodes have a shouldRasterise \"switch\" that bakes them into a bitmap, and doesn\'t update them until such time as the underlying nodes that are impa
I think you could try a code like this (it's just an example):
if let effect = SKEffectNode.init(fileNamed: "myeffect") {
effect.shouldRasterize = true
self.addChild(effect)
...
let texture = SKView().texture(from: self)
}
Update:
After you answer, hope I understood better what do you want to achieve.
This is my point of view: if you want to make a shadow of a texture, you could simply create an SKSpriteNode with this texture:
let shadow = SKSpriteNode.init(texture: )
shadow.blendMode = SKBlendMode.alpha
shadow.colorBlendFactor = 1
shadow.color = SKColor.black
shadow.alpha = 0.25
What I want to say is that you could proceed step by step:
This way of working produces a series of useful methods you could use in your project to build other kind of elements.
Maybe, by separating the tasks you don't need to use texture(from:)