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The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. Use UV in Shader Both 2D and 3D shaders in Cocos are obtained in the vertex shader (VS) and passed to the pixel shader (FS). x,waveFactor.y-uv0.y); x,waveFactor.y-uv0.y);
The game enables multiplayer gameplay through two options: local mode or server-hosted online mode, allowing players to either connect directly on the same local network or join others via dedicated servers through automatic system pairing. Billboard Sprites reduces GPU processing through the use of simple models for distant objects.
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if if USE_LOCAL #include <builtin/uniforms/cc-local> // <-- Error Here GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer. Hello Cocos Team.
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if Hello Cocos Team. No errors were shown at the editor, but when I previewed I got the following error at the browser console.
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if Hello Cocos Team. No errors were shown at the editor, but when I previewed I got the following error at the browser console.
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if Hello Cocos Team. No errors were shown at the editor, but when I previewed I got the following error at the browser console.
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if Hello Cocos Team. No errors were shown at the editor, but when I previewed I got the following error at the browser console.
I am having an issue with creating shader. I couldn’t include the cc-local. CCProgram sprite-vs %{. #if Hello Cocos Team. No errors were shown at the editor, but when I previewed I got the following error at the browser console.
I’m just learning how a shader works. So, I just copied from the built-in sprite effect file to mine. Now, back to the issue, I think, only “cc_matWorld” is used from #include <builtin/uniforms/cc-local> If I commented both of these lines, there were no error. But, everything stopped working as intended.
y * sin(rad); o.rgb *= mix(startColor.rgb, endColor.rgb, smoothstep(edge1, edge2, diagCoord)); o *= color; ALPHA_TEST(o); return o; } }% [topic] When I use above codes, the shaders I apply to the sprite work fine when I’m in the editor, or when I run it in an emulator. 1.0], editor: {type: color} } endColor: { value: [1.0,
y * sin(rad); o.rgb *= mix(startColor.rgb, endColor.rgb, smoothstep(edge1, edge2, diagCoord)); o *= color; ALPHA_TEST(o); return o; } }% [topic] When I use above codes, the shaders I apply to the sprite work fine when I’m in the editor, or when I run it in an emulator. 1.0], editor: {type: color} } endColor: { value: [1.0,
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8 error - Attribute a_uv0 is missing, add a dummy data for it. 17:39:35 [ERROR]: [ERROR] file /Applications/CocosCreator/Creator/3.8.0/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Are you using this material with normal Sprite component ? by default it’s not activated in Sprite component because the commitComp was invoked without any transform data github.com cocos/cocos-engine/blob/develop/cocos/2d/components/sprite.ts#L579-L581 If so, how did you activate USE_LOCAL for it ? _spriteFrame, this._assembler,
Hello, so my issue is such, I have made a shader that causes a UV distortion in the fragment shader, to simulate “flame-like” effects at the edges. There are two variants of these shaders, one where the distortion is dependent on cc_time[0] i.e the time elapsed in seconds when a game is running. 1.0 - newUV.x), min(newUV.y,
Custom shaders Gain control over your game’s visual style and performance by creating custom shaders. Shader programming allows you to manipulate lighting, textures, and visual effects, resulting in unique and optimized visuals. Be mindful of memory usage, especially on mobile platforms.
This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?
The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. Add a Post-Processing Shader precision highp float; #include <pp-shared-ubos> in vec2 v_uv; uniform sampler2D mainTexture; #pragma define intensity matParams.x
I want to write a shader. In this shader I need to be able to determine the position of a fragment relative to the geometry it belongs to. Whether this position will be in normalized coordinates from 0 to 1 or in a value from 0 to the width/height of the sprite - 1, it is not so important to me. That is, how do I get local UV?
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