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Making shaders more accessible

Mircosoft Game Dev

About shaders. For most game developers, shaders are this scary monster that presents itself with such a complexity that it seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them. Our sprite is 32x32 pixels in size, and it must be drawn at some position.

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Maintenance release: Godot 3.4.2

Mircosoft Game Dev

Rendering: GLES2: Fix trunc shader function compilation on Android ( GH-56061 ). Godot is a non-profit, open source game engine developed by hundreds of contributors on their free time, and a handful of part or full-time developers, hired thanks to donations from the Godot community. This reverts a change introduced in 3.4.1

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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. I’ve traversed various game engines, and currently, my primary choice is Cocos.

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Dev snapshot: Godot 4.0 alpha 15

Mircosoft Game Dev

Editor: Improvements to shader editor ( GH-63582 ). GUI: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Rendering: Add font LCD sub-pixel anti-aliasing support ( GH-64422 ). Shaders: Quality of life Visual Shaders updates ( GH-63999 ). Editor: Improve editor toolbar for Control nodes ( GH-63358 ).

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

Cocos

Next, let’s take a look at the common 3D rendering processes in a 3D game engine: Shadow Map Rendering → 3D Objects Rendering → Screen Space Post-Processing → 2D Elements & UI Rendering. In Vertex Shader, process vertex transformations, UVs, etc. In Fragment Shader, perform lighting calculations with the 7 lights.

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Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. For example: On GLES3+ we can use UBOs to optimize shader parameters. Shader abstraction. Most game engines nowadays start with HLSL or CG as a base and offer it to the user directly.

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Vulkan progress report #7

Mircosoft Game Dev

A very common complaint when using shadowmaps in Godot is that tweaking shadow bias is extremely difficult compared to other game engines. Godot uses clustered decals, so the cost is very low (the pixel is shaded only once and there are no extra draw calls for each decal). Reworked shadow bias settings.

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