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Sprite outer outline shader

Cocos

I need a shader that draws the outer outline of a sprite. Since this shader draws the outer contour, I need to prepare sprites with a sufficient size in advance and disable trimming in the editor. I borrowed the framework for the shader experiment from the built-in shader “builtin-sprite.effect”, which is located in “3.8.6\resources\resources\3d\engine\editor\assets\effects\for2d”.

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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

Pro Tip: Use orthographic or isometric perspectives for both 2D sprites and 3D environments. Pro Tip: Use real-time lighting rigs on 3D elements and hand-paint corresponding shadows on 2D sprites. Unified Texturing and Color Grading Visual coherence hinges on color and texture harmony.

Art
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2D Lighting System for Cocos Creator - Visual Editor & Real-time Shadows

Cocos

Store Link Light2D Visual editing lighting system Web Demo Address Click to check it out Other plugins by the author 2D curve texture 3.x x version, can achieve terrain similar to Hill Climb Racing 2D curve texture 2.4.x Great compatibility and optimization for rendering shader calculations, ensuring webgl1.0 opengles2.0)

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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?

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Use Compressed Textures : Textured images can be saved with lower resolutions while compressed formats such as ASTC and DXT1 and DXT5 reduce memory usage without quality reduction. Texture Atlasing combines multiple textures into one atlas to lower the number of texture switches that occur.

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Custom shader for texture uv offset

Cocos

manual/en/shader/write-effect-2d-sprite-gradient.html I have created custom shader to apply uv offset by just add uniform uniform Pice{ vec2 uvOffset; }; and modify uv in vertex shader: uv0 = a_texCoord + uvOffset; but i have problem that output on web is strange and different with editor uv: [0.04, 0.0] Web: if uv [0.5,

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Custom shader for texture uv offset

Cocos

manual/en/shader/write-effect-2d-sprite-gradient.html I have created custom shader to apply uv offset by just add uniform uniform Pice{ vec2 uvOffset; }; and modify uv in vertex shader: uv0 = a_texCoord + uvOffset; but i have problem that output on web is strange and different with editor uv: [0.04, 0.0] Web: if uv [0.5,