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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

Shaders 98
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •

Render 52
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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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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). It can also be done from within a particle shader itself by chaining another particle system as a sub-emitter.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

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. Fixed crash issue when baking high-precision Lightmap for the terrain. Fixed crash issue when baking high-precision Lightmap for the terrain.

Terrain 52
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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 solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry.

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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Project: Allow undocking the Script editor and the Shader editor. In this project, I'll focus to make the Script editor and the Shader editor undockable, and keep the undocked windows after editor restarts. Detaching the Script editor and the Shader editor is done for the most part. Also, there are some bugs to be fixed.