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Issue with masking a render Texture

Cocos

Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. I prefer to go this way so that I can have a gradient fade to transparency… the mask component uses the stencil buffer and isn’t set up to use alpha blending and therefore cannot utilize the gradient of alpha values.

Texture 40
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[Tutorial]Outer Stroke Effect for 2D Sprites

Cocos

Original: [link] Author: BitByBit Outer Stroke Effect for 2D Sprites Continuing from the previous article Inner Stroke Effect for 2D Sprites Introduction In the last article, we introduced the method of inner stroke and also discussed its pros and cons. aExtend is the expanded Alpha. Here, we take the opposite approach.

Sprite 52
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Issue with masking a render Texture

Cocos

Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. I prefer to go this way so that I can have a gradient fade to transparency… the mask component uses the stencil buffer and isn’t set up to use alpha blending and therefore cannot utilize the gradient of alpha values.

Texture 40
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Cocos creator (2.4.13) Effect Material is not centered at the Sprite Node

Cocos

5 + ((gl_FragCoord.xy)/ iResolution.xy); p.x *= iResolution.x / iResolution.y; float dist = length(p); float radius = ((cc_time.x) ) * 0.3; float intensity = smoothstep(radius, radius + 0.15, dist); gl_FragColor = vec4(1.,1.,1.,intensity); intensity); } }% // In typescript this.

Sprite 52
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Cocos Creator 3.7.1 Black edges on images

Cocos

The black border is due to the fact that in the WebGL program, when drawing, the texture object’s Filter is set to gl.Linear (linear filtering), when a semi-transparent pixel is sampled adjacent to a fully transparent pixel during pixel interpolation (e.g.,(0.1)).0, 0) of this kind) produces black or white pixels. png.zip (8.6 zip (636.5

Pixel 52
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D2 log 074 – New level format

Catnip Games

Everything is just one big texture. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. This gives me freedom in level design and saves work making tiles… tileable. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.

Terrain 52
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Making shaders more accessible

Mircosoft Game Dev

To explain the idea of how shaders work, let's consider a very simple shader for drawing a sprite to the screen. Our sprite is 32x32 pixels in size, and it must be drawn at some position. The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. As you can see: Vertices / UVs are sent via attributes.

Shaders 52