Remove Baking Remove Render Remove Shaders Remove Texture
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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

ENGINE Features ● Custom Render Pipeline based on Render Graph supports for GLES backend ● Deprecated interfaces, such as addRasterView, addComputeView, etc., Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed Toon shader data issue on iOS Wechat.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

As always, a bunch of nice rendering fixes! Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). See the list below.

Beta 110
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

The new lightmapper is GPU based written mostly on Compute shaders (meaning it does most of the heavy lifting using the GPU, via Vulkan). Most scenes bake in seconds instead of minutes or hours. Efficiently packs all texture objects in the lightmap to a texture array, to avoid state or material changes during rendering.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

As always, a bunch of nice rendering fixes! Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). See the list below.

Beta 85
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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions. The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture).

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Release candidate: Godot 3.5 RC 7

Mircosoft Game Dev

Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. for GLES2).

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