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How to write Shaders in Unity using HLSL

Febucci

UVs are also called texture coordinates and they let you map textures on your objects. You’re basically saying to the computer: “hey, I want this texture drawn from here to here”. If you change the UVs (or texture coordinates) of one vertex, you’re also changing the way the texture is displayed on your mesh.

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

Awesome Tuts

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. Again we have the properties which is a texture and a color declared on lines 4 and 5. What Is a Shader? Then we give it a type – Color.

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Making shaders more accessible

Mircosoft Game Dev

Our sprite is 32x32 pixels in size, and it must be drawn at some position. Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. For each pixel drawn to the screen, OpenGL will interpolate the outputs that were generated from the vertex program and use them to fill the triangle.

Shaders 52
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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

In today's post, I'd like to show you how to retrieve an image provided by The Art Institute of Chicago via its public API , how to create a texture from this image, and how to feed this texture to a material and render it on a plane accompanied by a floating text with title, name of the artist and some other details.

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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Brief Analysis of Deferred Rendering Two Main Steps 1、Preparation(Geometry Rendering) In this phase, the basic information needed for the lighting calculation of the model is rendered and stored in different render textures. As we can see, in Deferred Rendering, the calculation of a pixel’s color is uniformly performed in the lighting phase.

Render 52
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[Share] 2D Post-Processing & Lighting Framework

Cocos

const vec3 weight = vec3(0.2126, 0.7152, 0.0722); vec3 Grayscale(in vec3 o, float value){ float lumin = dot(o, weight); vec3 final = mix(o, vec3(lumin), value); return final; } vec4 frag() { vec4 pixel = texture(mainTexture, v_uv); pixel.rgb = Grayscale(pixel.rgb, intensity); return pixel; } 2.

Render 52
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Godot 3's renderer design explained

Mircosoft Game Dev

This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.),

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