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Shader Debugging Made Easy with NVIDIA Nsight Graphics

Nvidia

Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects. With shaders, you. Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects.

Debug 132
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Is abstracting based on identity wrong?

GameDev.Net

For example, in my little game engine project, I have various asset types: Mesh, Texture, Shader, etc., and I think naturally I just thought that a Mesh and Texture are a type of Asset, the same with the asset loaders, and perha as well as asset loaders: MeshLoader, TextureLoader, etc.,

Mesh 130
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Custom shader for texture uv offset

Cocos

manual/en/shader/write-effect-2d-sprite-gradient.html I have created custom shader to apply uv offset by just add uniform uniform Pice{ vec2 uvOffset; }; and modify uv in vertex shader: uv0 = a_texCoord + uvOffset; but i have problem that output on web is strange and different with editor uv: [0.04, 0.0] Web: if uv [0.5,

Shaders 40
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Custom shader for texture uv offset

Cocos

manual/en/shader/write-effect-2d-sprite-gradient.html I have created custom shader to apply uv offset by just add uniform uniform Pice{ vec2 uvOffset; }; and modify uv in vertex shader: uv0 = a_texCoord + uvOffset; but i have problem that output on web is strange and different with editor uv: [0.04, 0.0] Web: if uv [0.5,

Shaders 40
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Sprite Shader Render out of bounds

Cocos

Good evening, I just finished writing my own custom shader to create 2D shadows on sprites, but I can’t find a way to increase the render area of ​​the sprite. The problem is that the shader does not render outside these limits, even though the original area was 450x450. Is there a way to increase the render bounds?

Sprite 52
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Add 2D shader instance uniforms Previously, Godot only supported shader instance uniforms in Spatial shaders. Overall, texture importing should feel faster and more stable than ever before.

Beta 107
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Tutorial: Cocos Shader Series - Use a Noise Map to Make a Dissolve Texture

Cocos

x, I using this code but it not bring Property affect to shader Ok, this work if turn of Packable in main Sprite inspector Blockquote const sprite = this.getComponent(Sprite); const mat = sprite.customMaterial; mat.setProperty(‘dissolveThreshold’, 0.5); Version 3.6.x,

Shaders 98