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So, I just copied from the built-in sprite effect file to mine. Now, back to the issue, I think, only “cc_matWorld” is used from #include <builtin/uniforms/cc-local> If I commented both of these lines, there were no error. I’m just learning how a shader works. But, everything stopped working as intended.
y * sin(rad); o.rgb *= mix(startColor.rgb, endColor.rgb, smoothstep(edge1, edge2, diagCoord)); o *= color; ALPHA_TEST(o); return o; } }% [topic] When I use above codes, the shaders I apply to the sprite work fine when I’m in the editor, or when I run it in an emulator. 1.0], editor: {type: color} } endColor: { value: [1.0, x * cos(rad) + uv0.y
y * sin(rad); o.rgb *= mix(startColor.rgb, endColor.rgb, smoothstep(edge1, edge2, diagCoord)); o *= color; ALPHA_TEST(o); return o; } }% [topic] When I use above codes, the shaders I apply to the sprite work fine when I’m in the editor, or when I run it in an emulator. 1.0], editor: {type: color} } endColor: { value: [1.0, x * cos(rad) + uv0.y
Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. I’ve tried the different animation cache modes, and enable/disable batch. The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed.
Local resources. Resources can now be marked as local to the scene. This allows for simplifying some behaviors, such as using a Viewport directly as a texture in a Sprite, or creating button groups without a special control. Fixed rotation angles. Godot used rotations in XY instead of YX. Seeing the code.
Unity has already enabled us to easily accomplish a ton of milestones, such as rendering sprites on screen, and making objects move and collide with each other. one.normalized * speed; Inside the Start method, we provided two “statements” On the first added line, we create a locally scoped variable.
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