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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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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. It halves the resolution of the image until there's only one pixel left. This is done here in the code. Done May 2018. enviroment relections.

Pixel 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

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GLES2 and GDNative, progress report #7

Mircosoft Game Dev

billboard support in shaders and editor fixes. The shader code for the lights can be found here. This was mostly coding in "the dark", so there is not much to show yet. The code is located here. So after coding in the dark for quite a while, the darkness is finally visualized :). Done June 2018.

Render 52
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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Implement per-pixel transparency ( GH-51935 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Implement per-pixel transparency ( GH-51935 ). GDScript: Ignore property groups and categories in GDScript code completion ( GH-54272 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ).

Mesh 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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