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Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Volumetric fog is making its first appearance in Godot 4, balancing a realistic look and fast performance, thanks to the use of temporal reprojection. For more information see the article introducing sky shaders.
Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.
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