article thumbnail

Default sprite shader alpha problem

Cocos

The source image has smooth alpha gradient. My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image. screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3

Alpha 52
article thumbnail

Default sprite shader alpha problem

Cocos

The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3 My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image.

Alpha 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Default sprite shader alpha problem

Cocos

The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3 My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image.

Alpha 52
article thumbnail

Default sprite shader alpha problem

Cocos

The source image has smooth alpha gradient.screenshot-20241218-160021|437x273 Im using cocos creator 3.8.3 My sprite doesnt look right after given a material, I wanted to achieve a addtive like effect. heres what it looks like now! Im a new user and unfortunately I can only post one image.

Alpha 52
article thumbnail

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

Awesome Tuts

What Is a Shader? Since the main premise of this effect is going to be a shader, we’ll start with explaining what a shader is. A shader is a script where you write code that determines how the colors will be rendered based on various scenarios like lighting and material configuration.

Shaders 90
article thumbnail

Practical Tips for Optimizing Ray Tracing

Nvidia

Technically, you can use shader atomic increments to account for all the rays on each frame if needed. This can be partially achieved using a bindless resource model where all required resources are available directly from the shader code on GPU without explicit CPU-side bindings. Shader table data and updates.

article thumbnail

Dev snapshot: Godot 4.0 alpha 13

Mircosoft Game Dev

But we're not there yet and we'll keep having frequent alpha builds until we're ready to slap the beta label on the engine. All editor builds for this alpha have been updated with a hotfix. All editor builds for this alpha have been updated with a hotfix. Grouping annotations for shaders ( uniform_group ). alpha builds.

Alpha 52