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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

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GLES2 and GDNative, progress report #2

Mircosoft Game Dev

Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add polygon and GUI primitive rendering. start work on shader compiler. implement more shader features. implement more shader features. Done January 2018. NativeScript 1.1

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Godot's new renderer, progress report #1

Mircosoft Game Dev

Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the texture API to include more modern texture compression formats. Write a more flexible, GLES 3 GLSL compatible shader language. For Godot 3.0 (our

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GLES2 renderer optimization - 2D batching

Mircosoft Game Dev

Each rectangle, polygon, line, etc., Scenes making heavy use of polygons, meshes, or other non-rect primitives will not benefit from the current work, batching will be extended to those other types once the current rendition of batching is properly tested. Soon we will be migrating this work to the 4.0 How it works.

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Maintenance release: Godot 3.3.1

Mircosoft Game Dev

Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ). Here are some of the main changes since 3.3-stable:

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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

The new lightmapper is GPU based written mostly on Compute shaders (meaning it does most of the heavy lifting using the GPU, via Vulkan). branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works.

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Optimize Vegetation Generation

Mnenad

  Nevertheless, I also spent some money on the Advanced Foliage Shaders v.5. Simply to get rid of the annoying fact of not being able to handle the grass geometry shader I wrote about in the last post , due to my poor CG programming knowledge. I just toggled the “Baked Pivots” option in the shader to ON.

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