article thumbnail

[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
article thumbnail

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
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

New Suite of Nsight Tools for Gaming and Graphics Developers

Nvidia

Nsight developer tools is a suite of powerful tools and SDKs for profiling, debugging and optimizing applications focused on improving performance for graphics, Nsight developer tools is a suite of powerful tools and SDKs for profiling, debugging and optimizing applications focused on improving performance for graphics, gaming and other use cases.

article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ). Physics: Fix sphere-capsule collision logic ( GH-70660 ).

Beta 110
article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ). Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ). Editor: Fix Tab key usage in EditorSpinSlider (and hence inpector) ( GH-71271 ).

Beta 84
article thumbnail

Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Porting existing 3.2 feature set.

Debug 52
article thumbnail

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

Mircosoft Game Dev

Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Rendering: Unified 2D batching.