Remove Debug Remove Engine Remove Shaders Remove Texture
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[Share] 2D Post-Processing & Lighting Framework

Cocos

You just need the following resources and code: A post-processing shader A material with the shader bound to it A post-processing extension TypeScript file for passing parameters to the material Let’s use an example of creating a screen grayscale effect: 1. You can also drag the material into the module’s material slot in the editor.

Render 52
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Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). Re-written most shaders to reduce VGPR usage, thus improve occupancy.

Culling 52
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ).

Beta 110
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Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ).

Beta 52
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Release candidate: Godot 3.2.2 RC 2

Mircosoft Game Dev

While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. this bug was fixed with a more comprehensive approach which prevents dangling Variant pointers in both release and debug builds. Other changes.

Beta 52
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Maintenance release: Godot 3.3.1

Mircosoft Game Dev

Batching: Fix light pass modulate , a potential crash, polygon rotation from vertex shader, and 2D skinning with unrigged polygons ( GH-48151 , GH-48125 , GH-48457 , GH-48647 )). Physics: Create CollisionObject debug shapes using VisualServer ( GH-48588 ). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ).

Polygon 52