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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? What post-processing effect to add How to write a Pass How to add a Pass to the pipeline Let’s tackle them one by one. Write a Pass Folder Contents First, let’s look at the contents involved in a pass. Now, our shader is ready to use.

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? What post-processing effect to add How to write a Pass How to add a Pass to the pipeline Let’s tackle them one by one. Write a Pass Folder Contents First, let’s look at the contents involved in a pass. Now, our shader is ready to use.

Shaders 52
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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. You can also drag the material into the module’s material slot in the editor.

Render 52
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

From there I used Sphere, an open source 2d Engine that scripted in javascript. I’ll be writing most code in Godot’s Gdscript, so familiarity with that or Python will help. x version(at the time of writing that is 4.1.3) The first thing to download will be the sprites and textures from the original tutorial.

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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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Custom Post Processing in Unity URP

Febucci

We will do this too (kind of) - and jokes aside - things are not documented yet AND shaders are obscure anyways, so I’ll explain stuff as easily as I have understood them. The parameters we write inside them are automatically interpolated by Unity’s Volume class based on camera distance etc., Post Processing Overlay Shader.

Render 59
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). Emitting particles manually is not only possible from script. Since Godot 3.0, Less flexible.