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Practical Tips for Optimizing Ray Tracing

Nvidia

The attributes are associated with each geometry part for resource bindings and shading accessed through a local root signature. TLAS instances can be more efficient for tracing if their local bounding boxes are axis-aligned. Alpha tested geometry. The shader identifier alone requires 32 bytes of storage.

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

We repeat that same process for the Main Texture of the material, and the Occlude Color which will be the color of the game object behind other objects when it has this material attached on it. Again we have the properties which is a texture and a color declared on lines 4 and 5. Then we give it a type – Color.

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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

In today's post, I'd like to show you how to retrieve an image provided by The Art Institute of Chicago via its public API , how to create a texture from this image, and how to feed this texture to a material and render it on a plane accompanied by a floating text with title, name of the artist and some other details.

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Shader Help required (UV distortion with cc_time[0])

Cocos

1.0 - newUV.x), min(newUV.y, 1.0 - newUV.y)); // Calculate the flame distortion amount based on the distance from the edge float distortionAmount = flameIntensity * (1.0 - smoothstep(0.0, 1.0 - newUV.x), min(newUV.y,

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Does Spine work with USE_INSTANCING?

Cocos

v_instancedCol1; col2 = v_instancedCol1; col3 = v_instancedCol1; #else col1 = u_col1; col2 = u_col2; col3 = u_col3; #endif o *= texture(cc_spriteTexture, uv0); vec4 mask = vec4(texture(maskTex, uv0).rgb, Cocos version: 3.8.1 Spine version: 3.8.99 rgb, 1); o.rgb = mix(o.rgb, col1.rgb, Spine version: 3.8.99 Spine version: 3.8.99

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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

I have my own local wiki for game development so I keep all my notes, documentation and screenshots on there that I can reference.” Now that I’m working with a publisher that has a strong interest in seeing indie devs like me succeed, I talk through some things with them and share alpha builds, screenshots etc.

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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

The actual deformation usually happens in the vertex shader , where the bone transforms get looked up from a texture. (In In rendering, textures are used for sooo many things. Everything is a texture if you're brave enough). made separate alpha pass use custom blending modes. Because the new OpenGL ES 2.0 In Godot 2.1,

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