Remove Clipping Remove Mesh Remove Shaders
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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
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

Mesh 52
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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. start work on shader compiler. implement more shader features. implement more shader features. load meshes. render meshes. start work on shader compiler.

Shaders 52
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. New and standard-material will default to Surface Shader. Fixed Animation Editor keyframe data not refreshed after creating or switching animation clips.

Render 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). Visual Shader: Add math operators to node names for easier and simpler searching ( GH-67905 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

Physics: Optimized support function for large meshes ( GH-64382 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). Visual Shader: Add math operators to node names for easier and simpler searching ( GH-67905 ).

Beta 40
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Moving forward, Joe will continue to refine and improve the look of the fur, adding a dither effect to the hair shader to soften the edges of each card. Next, Pete exported the hair cards into Unreal in order to build a universal hair shader that could then ultimately be applied to every fur-havin' character in Kristala.

Dev 52