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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 problem is that the shader does not render outside these limits, even though the original area was 450x450. Is there a way to increase the render bounds?

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! This integration ensures developers targeting macOS or iOS can achieve excellent rendering quality and performance on supported Apple hardware. Highlights Many features originally intended for 4.3 Import 4.4

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.

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Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. 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. Running the whole graphics rendering in a separate thread.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

As many of you have probably heard, a new rendering backend is being worked on for Godot. 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.

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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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SheepIT - free render farm for Blender

DameDev.tv

SheepIT is a free Blender render farm that I've wanted to test for quite some time. The basic idea is very simple: you help in the rendering of other's people projects, and in exchange, other people help you to render. SheepIT is "a free distributed render farm for Blender" Let's break it down.

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