Remove Alpha Remove Culling Remove Texture
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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ).

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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Finally we update the culling mask and remove the default layer by clicking on it. Full Unity 2D Game Tutorial 2019 – Mini Map Render Texture. In order to do that we first need to make a render texture. Name our render texture to mpRenderTexture and drag it into our camera’s target texture. Mini Map Mask.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Sphere and Box attractors are supported. Likewise, Sphere and Box colliders are supported.

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Godot 3's renderer design explained

Mircosoft Game Dev

At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), Detect when shaders read from screen texture and automatically copy screen to back-buffer on demand. Great alpha blending support.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. Shadow atlases exist for Spot and Omni lights (Directional uses its own texture, and multiple directional lights need several passes). How the atlas texture is organized is up to the user, though the default is sensible enough to work in most cases.

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