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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. Use UV in Shader Both 2D and 3D shaders in Cocos are obtained in the vertex shader (VS) and passed to the pixel shader (FS). to make the color in bottom darker.

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Sprite Outline Shader in Unity

Febucci

In this “Unity Sprite Outline” tutorial we’ll discover how to create both a “Sprite Innerline” and a “Outer Sprite Outline”. Simply, the Inner Sprite Outline shader is drawn “inside” the sprite, while “Outer” is the opposite. Inner Sprite Outline HLSL. Outer Sprite Outline HLSL. Amplify Shader.

Sprite 52
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Mask with sprite stencil and custom material?

Cocos

I’m attempting to make a UI mask with a sprite stencil. I have a shader that I’ve made that essentially takes the sprite and adds a glitchy effect to it… (like a static glitch on a hologram display) It works great with sprites and does exactly what I want it to do.

Sprite 40
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Mask with sprite stencil and custom material?

Cocos

I’m attempting to make a UI mask with a sprite stencil. I have a shader that I’ve made that essentially takes the sprite and adds a glitchy effect to it… (like a static glitch on a hologram display) It works great with sprites and does exactly what I want it to do.

Sprite 40
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Noob question about scripting animation

Cocos

Most of my time working in cocos has been devoted to shader work. Currently, my client engineer has 5 cards being dealt and each card sprite pulls from a random card image on an atlas. I would like to put the image of the card’s back as the default sprite frame. So, I am trying to create a card flip effect.

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How to change the offset of a Tiled Sprite

Cocos

How can I animate the offset with a shader? I have no experience with that could you tell me some example?

Tile 40
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 102