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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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Tutorial: Cocos Shader Series - Use a Noise Map to Make a Dissolve Texture

Cocos

Blockquote const sprite = this.getComponent(Sprite); const mat = sprite.customMaterial; mat.setProperty(‘dissolveThreshold’, 0.5); Version 3.6.x, x, I using this code but it not bring Property affect to shader Ok, this work if turn of Packable in main Sprite inspector

Shaders 98
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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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How to create waves in shader?

Cocos

I have a sprite (a regular line) and I wanted to apply a wave effect to it. It looks like a wave, but it goes beyond the texture area. I tried to normalize by passing the dimensions of the sprite (line) to the shader like this mat.setProperty("iRsolutetion", new Vec2(1.0 / this.node.getComponent(UITransform).contentSize.width,

Shaders 52
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Does the shader have a built-in function to get the texture size?

Cocos

? ? Does the shader have a built-in function to get the texture size? I’m trying to draw a circle on a texture, the texture is in sprite. I tried it in different ways, sometimes it turns out to be a stretched circle, sometimes it’s not visible at all, sometimes only part of the circle is visible.

Texture 40
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Does the shader have a built-in function to get the texture size?

Cocos

Does the shader have a built-in function to get the texture size? I’m trying to draw a circle on a texture, the texture is in sprite. I tried it in different ways, sometimes it turns out to be a stretched circle, sometimes it’s not visible at all, sometimes only part of the circle is visible.

Texture 40
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Cocos Shader Tutorial 1.0 - about UV

Cocos

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. to make the color in bottom darker.

Shaders 98