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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.

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Differentiable Slang: A Shading Language for Renderers That Learn

Nvidia

The paper shows how a single language can serve as a unified platform for real-time, inverse, and differentiable rendering. For more information about practical examples of Slang with various machine learning (ML) rendering applications, see Differentiable Slang: Example Applications. This is part of a series on Differentiable Slang.

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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Solution for transparent object rendering.

Render 52
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Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Download the project source code for free at: [link] Today’s content is relatively simple, suitable for both juniors to explore and seniors for entertainment. I hope to help you advance further in 3D game development.

Shaders 52
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[Tutorial] Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Download the project source code for free at: [link] Today’s content is relatively simple, suitable for both juniors to explore and seniors for entertainment. I hope to help you advance further in 3D game development.

Shaders 52
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It seems hard to write Editor Tools with Cocos Creator

Cocos

test.render(dump.label.value); }

Writing 52
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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. Custom Render Pipeline For easier reusability, the Custom Render Pipeline has been implemented as an Cocos Creator extension. The root folder named “pipeline” is intended for the Custom Render Pipeline, which is shown as bellow.

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