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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.

Shaders 98
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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. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. Hey everyone, Kylin here!

Code 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

New vertex formats allow many more custom shaders and cases to take advantage of batching than before, and optional 2D software skinning has been added which should allow using 2D skeletal animation on a far wider range of hardware than was previously available. Back in summer 2019 we already knew Godot 4.0 More rendering improvements.

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Creating a Build Environment on AWS with Incredibuild

AWS Games

Game developers often need to compile large amounts of C++ code, which requires lots of CPU resources, and developers also need to process other types of heavy compute tasks such as; shader compilation, rendering, asset creation, image conversion, lightmap baking and more.

Agent 64
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GLES2 and GDNative, progress report #6

Mircosoft Game Dev

Because now the mipmap-level (the amount of "small-ness" of the texture) has a different use case we need to access it manually in the shaders rather than letting OpenGL handle that for us automatically. For the lack of a better and proven alternative I chose to generate those values on the CPU and writing them into a texture.

Pixel 52
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

We asked them to write a progress report to present what they're working on and the current status. Project: Allow undocking the Script editor and the Shader editor. In this project, I'll focus to make the Script editor and the Shader editor undockable, and keep the undocked windows after editor restarts. Student: trollodel.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). When doing tasks such as shader editing, VFX (particles) or animation, there is a large difference between Godot and engines such as Unreal.

AAA 145