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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. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader. To create, we create a Cocos Shader file named “gaussian-blur.effect” and write the following. Note: In Cocos Creator 3.8.0,

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Differentiable Slang: Example Applications

Nvidia

Example application: Appearance-based BRDF optimization One of the basic building blocks in computer graphics is BRDF texture maps representing multiple properties of materials and describing how the light interacts with the rendered surfaces. By using gradient descent, we don’t need to write the compression code explicitly.

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[Share] 2D Post-Processing & Lighting Framework

Cocos

const vec3 weight = vec3(0.2126, 0.7152, 0.0722); vec3 Grayscale(in vec3 o, float value){ float lumin = dot(o, weight); vec3 final = mix(o, vec3(lumin), value); return final; } vec4 frag() { vec4 pixel = texture(mainTexture, v_uv); pixel.rgb = Grayscale(pixel.rgb, intensity); return pixel; } 2. I tested it with an image.

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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Whether you’re looking for 3D structure, textures, patterns, animations, or even specific sounds, you can get them from Unity’s Asset Store. Although it uses C#, Boo, and JavaScript, you can also build a game from start to end without writing any line of code. Read Also: What makes Unity so popular for Game Development 8.

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Migrating from Range Profiler to GPU Trace in Nsight Graphics

Nvidia

On modern GPUs, the L1TEX cache is a combined L1 Data Cache that contains a Load/Store Unit + Texture Unit. Despite the short name “L1”, it includes Texture as well. L1” is short for L1TEX, and includes both Load/Store and Texture bandwidth. Correspondence of the GPU block diagram to timeline rows.

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. If I can pass this texture in between the direct rendering, then I get a 2D real fabric. Most of the implementations are Unity, but the principles are the same, and a lot has been learned in handling and debugging.

Build 98
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Differentiable Slang: A Shading Language for Renderers That Learn

Nvidia

Slang is an open-source language for real-time graphics programming that brings new capabilities for writing and maintaining large-scale, high-performance, cross-platform graphics codebases. Those workarounds are not only difficult to write and read but also have a significant performance and memory usage overhead.

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