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Shader Help required (UV distortion with cc_time[0])

Cocos

Hello, so my issue is such, I have made a shader that causes a UV distortion in the fragment shader, to simulate “flame-like” effects at the edges. There are two variants of these shaders, one where the distortion is dependent on cc_time[0] i.e the time elapsed in seconds when a game is running. 1.0 - newUV.x), min(newUV.y,

Shaders 40
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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. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture.

Texture 52
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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.

Sprite 52
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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. Known issues.

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.

Alpha 52
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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. This gives me freedom in level design and saves work making tiles… tileable. So it’s RGBZ.

Terrain 52
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Godot 4.0 optimization progress report

Mircosoft Game Dev

Re-written most shaders to reduce VGPR usage, thus improve occupancy. Optimized texture formats. For many algorithms, used smaller texture formats to reduce bandwidth. For many algorithms, used smaller texture formats to reduce bandwidth. Did general optimization in most shaders to improve performance.

Culling 52