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

Cocos

However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. If we want to support more complex Shaders, such as Blur, Depth of Field, and other effects, we need to work with the code to build it. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

Shaders 98
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. The relevant code is shown below. and gpu-mobiles.ts.

Code 52
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). release (there is just too much new code that needs to be tested throughly). Additionally, Godot 4.0 Scene job system.

AAA 145
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

Like in previous years, Godot is participating again in the Google Summer of Code program for its 2022 edition. We asked them to write a progress report to present what they're working on and the current status. Multi window code editors by trollodel. Multi window code editors. PRs: #62075 , #62910. Project description.

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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 #6

Mircosoft Game Dev

A mipmap is a smaller version of the original texture, usually filtered in a special way to make them look nicer when they are viewed from an angle or far away. This is why for pixel-art games you often either change the filtering mode of textures or need to disable mipmaps to make the game look nice and sharp. ). Done May 2018.

Pixel 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. writing shaders is very easy! It's also very easy to use. Still, Godot 3.0

Render 52