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Tutorial: Cocos Shader Series - Use a Noise Map to Make a Dissolve Texture

Cocos

x, I using this code but it not bring Property affect to shader Ok, this work if turn of Packable in main Sprite inspector Blockquote const sprite = this.getComponent(Sprite); const mat = sprite.customMaterial; mat.setProperty(‘dissolveThreshold’, 0.5); Version 3.6.x,

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

If you’re a complete beginner who never coded a single game in Unity, start with the tutorial in the link below: Getting Started With Unity And C# If however, you know how to create basic games in Unity on your own, then you can follow this tutorial to implement this effect in your game. What Is a Shader?

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Tutorial: Cocos Shader Series - Use a Noise Map to Make a Dissolve Texture

Cocos

There’s something wrong with the code in this post Can you upload effect file @slackmoehrle ?

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Practical Tips for Optimizing Ray Tracing

Nvidia

Technically, you can use shader atomic increments to account for all the rays on each frame if needed. This can be partially achieved using a bindless resource model where all required resources are available directly from the shader code on GPU without explicit CPU-side bindings. Shader table data and updates.

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Does the shader have a built-in function to get the texture size?

Cocos

Assuming you’re using the latest versions of GLSL, you can get texture size with the “textureSize()” Example code here… uniform sampler2D myTexture; // Uniform for the texture void main() { //Note: if you don’t specify a LOD, glsl will default to 0 automatically ivec2 texSize = textureSize(myTexture, 0); // Get size of the texture at LOD 0 int width (..)

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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.

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Stacking Shaders: Problem with 'new EffectAsset' in code

Cocos

Can’t write up everything I rewritten in code. Also other error stuff after this and errors after the other errors Took me too long. Extremely tired now.

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