This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Good evening, I just finished writing my own custom shader to create 2D shadows on sprites, but I can’t find a way to increase the render area of the sprite. The sprite size is 450x450, I created an atlas and used the trim option, this reduced the frame to 156x393. Is there a way to increase the render bounds?
The Unity Profiler provides tools for detecting issues that affect CPU, GPU, rendering, and memory performance. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Do renderTextures not support alpha in cocos? Basic masking functionality without using the mask component.
Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Anyhow, the shader works, I can set it up on a spriteframe and it works as expected… however, when I add the render text. Basic masking functionality without using the mask component.
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. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. _pass = this.node.getComponent(Sprite).material.passes[0];
While Juan ( reduz ) has been busily working on Vulkan, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Up until now, the GLES2 2D renderer has been drawing primitives (such as rectangles) on an individual basis. How it works.
However whenever I load an atlas, it loads all its contents to the memory even before a SpriteFrame is set to a Sprite. Even before it is actually rendered. GFX Memory Texture increases ). Is this the expected behavior or am I missing something ? Even a directory load, loads all of it to memory. (
Hello, I tried to use the cocos2d-x preset, but I got a weird render for the SpriteRenderer. (I I see that I have to disable the Trim for the Sprite component here: TexturePacker, the trim lost the positions ). The left sprite is a normal.png. The 2 others sprites are from texture packer. Packer.png. AndreasLoew
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
Everything is just one big texture. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The graphics backend rewrite took a while. However, the situation is now good. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.
To explain the idea of how shaders work, let's consider a very simple shader for drawing a sprite to the screen. Our sprite is 32x32 pixels in size, and it must be drawn at some position. The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. As you can see: Vertices / UVs are sent via attributes.
Original: [link] Author: BitByBit Outer Stroke Effect for 2D Sprites Continuing from the previous article Inner Stroke Effect for 2D Sprites Introduction In the last article, we introduced the method of inner stroke and also discussed its pros and cons. _OutlineSize is the stroke width. However, the advantages are obvious.
To ensure high performance, it’s crucial to limit the number of particles rendered at any given time. Techniques such as using lower-resolution textures, controlling particle spawn rates, and optimizing the lifespan of particles can significantly reduce the load on the GPU.
To do that we will edit the spaceship sprite by clicking on it in the project window. Then set the pixels per unit to 64 and click apply to update the sprites. Full Unity 2D Game Tutorial 2019 – Mini Map RenderTexture. In order to do that we first need to make a rendertexture. Mini Map Mask.
Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data.
For Renderer, I chose Forward+ because I think it is somewhere between URP and HDRP. Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine. The first thing to download will be the sprites and textures from the original tutorial.
With the right tools, you can turn simple sprites into stunning displays of art and movement. It offers a special environment for making detailed sprite sheets and animations, perfect for creating old-school, nostalgic effects. TexturePacker Optimizing sprite sheets is important for better performance, especially on mobile devices.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active rendertexture for that camera, then use sprite to display render texure on UI. With change FXAA to TAA, I got different result: FXAA => black background around 3D model. TAA => transparent background around 3D model.
Another thing is I noticed that the FPS dropped after the shader was applied to some sprites. So, is there way to cache the renderedtexture (including the shader effect) rather than recalculating the same thing every frame. I will check and get back to you.
Manual - Auto Atlas (textures in spriterenderers do not work yet). Use Asset Bundles and choose the right compression mode. Uncheck debug mode in build options. Use the auto atlas feature in Cocos Creator 3.8 But we don’t know how to configure the build settings correctly. Do you have recommendations ?
to use specular and shininess both as parameter and as textures supplied to Sprite, AnimatedSprite, Polygon2D and other nodes. The 2D material system is back, so writing custom shaders works with the new Vulkan renderer. For 3D rendering, a persistent thread worker pool was created for the rendering thread.
Post-processing effects, are used for further processing of rendered results to achieve various advanced and special effects. Analysis of 2D Post-Processing Solutions Cocos Creator currently lacks built-in support for post-processing in the 2D render phase, requiring developers to explore various approaches to achieve the rendering goals.
Particle effects are a special type of technique used to display many objects/sprites in an efficient manner to create various effects. Texture Sheet Animation. Here you can set how the particle is rendered to the user. Here you can set how the particle is rendered to the user. Can initiate another particle effect.
The main one was performance due to every light being rendered in a separate draw pass. Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. The regular CanvasOccluders have a new option to enable them for SDF rendering.
These games used 2D sprites, with each frame presenting a specific pose. 2D Animation- It is the process of creating movement in a two-dimensional space, often by using 2D sprites. Rendering and Lighting Depends on basic shading and lighting techniques to add detail to flat visuals.
In this case I'm talking about a rather big refactoring of how materials are handled in the GLES2 renderer. perspective rendering. perspective rendering. stabilize 3D rendering (unshaded workflow). perspective rendering. Texture handles? Still there were some improvements on the GDNative side of things!
2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0 release with its new Vulkan-based renderer, our contributors lawnjelly and Clay ( clayjohn ) decided to give some more attention to the 3.2 Top: 10,000 Sprites with a randomized modulate and position. Can you spot the difference?
Sketch a rough concept, set some parameters, and Dimensions will generate 3D models, textures, and animations. Free 3D Asset Libraries Sketchfab: This vast platform hosts a staggering collection of free and paid 3D models, textures, and animations from various creators. It can even help define core loops and progression systems.
x branch used OpenGL ES 2.0 / OpenGL 2.1 ( GLES2 ) as its rendering API. This worked well, but had many limitations preventing us to use more modern rendering techniques. all rendering code was rewritten to use the more modern OpenGL ES 3.0 / OpenGL 3.3 renderer was removed. renderer was removed. OpenGL ES 2.0
Changing spritetextures, colors, animation frames, calling functions, playing animations in other animation players, playing sounds, etc. This workflow is very smooth, and previews of the audio are rendered in a thread to not obstruct your work, just like in a real DAW!
This allows for simplifying some behaviors, such as using a Viewport directly as a texture in a Sprite, or creating button groups without a special control. Next months will be focused in closing the remaining renderer features and stabilizing Godot for an alpha release. Local resources. Fixed rotation angles. Seeing the code.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Instead of MonoBehaviour, most of your scripts inherit from FlxSprite (or FlxNestedSprite if you need to parent sprites to each other) instead. and no WASM.)
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content