Remove Clipping Remove Render 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.

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Export: Disable Metal and Vulkan renderers in simulator builds. Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Rendering: Add loop annotations to ubershaders to prevent loop unrolling ( GH-102480 ). Rendering: Fix shadow peter-panning with default spotlight ( GH-101952 ).

Beta 76
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Making shaders more accessible

Mircosoft Game Dev

About shaders. For most game developers, shaders are this scary monster that presents itself with such a complexity that it seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them. The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands.

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

Cocos

This version optimizes some rendering and lighting capabilities, fixes a series of key issues recently reported by users, and recommends that all v3.x Engine • Added DebugView at runtime UI control rendering debugging function. Skip rendering when the UI element Opacity is 0. Skip rendering when the UI element Opacity is 0.

Render 52
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'Infinite' sky shader for Unity

The Astronauts

Unity today (at least in 2017/2018 versions) uses “reversed Z” projection, but does not use “infinite projection” This means that a Camera has an actual far clipping plane, and beyond that distance nothing is rendered.

Shaders 40
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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. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. start work on shader compiler. add circle rendering. render meshes.

Shaders 52
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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

The main one was performance due to every light being rendered in a separate draw pass. If a shader is applied to them, or if transparency is changed, the effect is applied to every node individually, given they each do it in their own draw call. 2D Masking / Clipping. Improved 2D lighting. This is no longer a problem in 4.0,

Engine 55