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Cocos Shader Tutorial 1.0 - about UV

Cocos

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);

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I want to draw more triangles of the component

Cocos

Firstly, Sprite is a quad, the mesh is static for easier usage. You can have a custom render component and make its mesh with multiple quad, but it really isn’t necessary. Just calculate color step in the fragment shader is enough. You can achieve gradient color within one quad.

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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

We’re not really doing anything with shaders or post processing in the tutorial, so depending on where you want to take the tutorial later, its really up to you which you choose. The first thing to download will be the sprites and textures from the original tutorial. Type in mesh in the search and select MeshInstance3D.

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Vulkan progress report #2

Mircosoft Game Dev

to use specular and shininess both as parameter and as textures supplied to Sprite, AnimatedSprite, Polygon2D and other nodes. Finally, the way light shaders now works is more user friendly to creating custom lighting shaders. The 2D material system is back, so writing custom shaders works with the new Vulkan renderer.

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GLES2 renderer optimization - 2D batching

Mircosoft Game Dev

Right now batching has only been implemented for rectangle primitives (which includes tilemaps, text, sprites, and many GUI nodes). Similarly, batches must share a texture, material, blend mode, shader, and skeleton. Top: 10,000 Sprites with a randomized modulate and position. Left is without batching, right is with.

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

Last time I promised more fancy screenshots, here some perspective-correct renderings of some meshes. Yes, some more invalid OpenGL state was fixed and a first attempt to get spatial shaders working and then this could be seen. The TIME variable in shaders? branch of the GDNative-demos repository here. material API refactor.

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Import: Fix crash when exporting meshes to glTF that have no skin ( GH-55246 ). Particles: Fix for double use of seed in random shader variables ( GH-55607 ). Input: Add Input.is_physical_key_pressed() method ( GH-55251 ).

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