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Sprite Shader Render out of bounds

Cocos

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?

Sprite 52
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Issue with masking a render Texture

Cocos

Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Do render Textures not support alpha in cocos? Basic masking functionality without using the mask component.

Texture 40
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Issue with masking a render Texture

Cocos

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.

Texture 40
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GPU memory Atlases and Textures

Cocos

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. (

Texture 40
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Enhancing Mobile Game Performance: Essential VFX Techniques for Visual Excellence 

iXie gaming

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.

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Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture 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.

Sprite 52
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Use post-processs FXAA get black background, different with TAA post-process

Cocos

My case is: only one 3d model + 3d camera + active post process FXAA on that camera + active render texture 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.

Sprite 52