Remove Alpha Remove Render Remove Shaders Remove Texture
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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too.

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Dev snapshot: Godot 4.0 alpha 4

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , alpha 2 , alpha 3 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds.

Alpha 52
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Dev snapshot: Godot 4.0 alpha 5

Mircosoft Game Dev

We're continuing on our fortnightly release schedule for alpha snapshots of Godot 4.0 - this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Known issues. Bug reports.

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[Tutorial]Outer Stroke Effect for 2D Sprites

Cocos

Remember the previous article, where we used the image’s Alpha to find edges, determining whether there were pixels with Alpha of 0 around the image. Consider the characteristics of this rt; apart from the tree where Alpha is greater than 0, the rest of the Alpha is 0. aExtend is the expanded Alpha.

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D2 log 074 – New level format

Catnip Games

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 custom terrain shader uses the z-channel to draw water in lower areas of the level. The graphics backend rewrite took a while. However, the situation is now good. So it’s RGBZ.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

As always, a bunch of nice rendering fixes! Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ). See the list below.

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