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Dev snapshot: Godot 4.0 beta 15

Mircosoft Game Dev

Support script global resource name in EditorFileSystem, making Quick Open work with custom resources ( GH-71683 , GH-71687 ). Editor: Support script global resource name in EditorFileSystem ( GH-71683 , GH-71687 ). renderer support ( GH-71848 ). Rendering: Use proper space for forward GI reflections ( GH-71694 ).

Beta 97
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Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). Those typically shouldn’t add instability to the engine, but may require doing some changes in your scripts, scenes, and shaders if you were using the affected APIs. Rendering: Fix LCD font AA on OpenGL renderer ( GH-72125 ).

Beta 107
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Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

So they came and asked: How do I add a new Shader for the CRP? pipeline/passes :Related scripts pipeline/resources/effects :Related shaders pipeline/resources/materials :Related materials Pass Code Next, we’ll ignore all principles and details for now, quickly implement a grayscale effect, and grasp the workflow.

Shaders 52
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[Tutorial] Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

So they came and asked: How do I add a new Shader for the CRP? pipeline/passes :Related scripts pipeline/resources/effects :Related shaders pipeline/resources/materials :Related materials Pass Code Next, we’ll ignore all principles and details for now, quickly implement a grayscale effect, and grasp the workflow.

Shaders 52
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).

Beta 95
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[Share] 2D Post-Processing & Lighting Framework

Cocos

Post-processing effects, are used for further processing of rendered results to achieve various advanced and special effects. Analysis of 2D Post-Processing Solutions Cocos Creator currently lacks built-in support for post-processing in the 2D render phase, requiring developers to explore various approaches to achieve the rendering goals.

Render 52
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Dev snapshot: Godot 4.0 alpha 13

Mircosoft Game Dev

Some noteworthy changes in this release: Shader preprocessor support and shader includes. Grouping annotations for shaders ( uniform_group ). Editor: Fix wrongly hidden script variables in Inspector ( GH-58443 ). Editor: Don't switch to 2D/3D viewports when selecting nodes while in Script Editor ( GH-63344 ).

Alpha 52