Remove Code Remove Lightmap Remove Shaders
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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

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.

Shaders 98
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). lightmapper.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). release (there is just too much new code that needs to be tested throughly). Additionally, Godot 4.0 Scene job system.

AAA 145
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. Multi window code editors by trollodel. Multi window code editors. Project: Allow undocking the Script editor and the Shader editor. Detaching the Script editor and the Shader editor is done for the most part.

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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). The smaller this value, the bigger the lightmaps will be.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. including animations,effects,models,shaders,ui,sounds and so on. The relevant code is shown below. Let’s take a look at each of them one by one.

Code 52
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Editor: Disable code font ligatures by default in the editor ( GH-68571 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ).

Beta 90