GODOT 颜色表 shader RGBA 通道混合 图片 颜色表图片 shader_type canvas_item; uniform sampler2D palette: filter_nearest, repeat_disable;//颜色表 贴图 uniform float paletteIdx: hint_range(0, 1, 0.1) = 0;//颜色表UV使用 uniform int _RGBA: hint_range(1, 4, 1) = 1;//颜色贴图,R=1,G=2...
加一个texture filter TEXTURE_FILTER_NEAREST Add GDExtension function to get Object class name [22] gdextension_object_get_class_name加上了个函数 Fix error in BaseMaterial3D when running doctool [23] 把material置脏 Fix Window derived nodes being unselectable for ViewportTexture NodePath[24] Viewpor...
但这里指的是整个 Texture 的边缘,而不是由透明度产生的边缘。见下面的图。 MSAA 的缺点很明显,就是只适用于边缘。MSAA 会增加 Coverage 采样的数量,但不会增加 Color 采样的数量,fragment shader 仍然只对每个像素执行一次。因此 MSAA 不会以任何方式影响以下的锯齿: 应用了 nearest-neightbor filter 的 texture(...
但这里指的是整个 Texture 的边缘,而不是由透明度产生的边缘。见下面的图。 MSAA 的缺点很明显,就是只适用于边缘。MSAA 会增加 Coverage 采样的数量,但不会增加 Color 采样的数量,fragment shader 仍然只对每个像素执行一次。因此 MSAA 不会以任何方式影响以下的锯齿: 应用了 nearest-neightbor filter 的 texture(...
<membername="rendering/textures/canvas_textures/default_texture_filter"type="int"setter=""getter=""default="1"> The default texture filtering mode to useon[CanvasItem]s. The default texture filtering mode to usefor[CanvasItem]sbuilt-in texture. In shaders, this texture is accessed as [code...
shader_type canvas_item;vec3samplef(vec2 offset,vec2 uv,sampler2D text,vec2 tsize){returntexture(text,vec2(uv+offset*tsize)).rgb;}floatluminance(vec3 c){returndot(c,vec3(.2126,.7152,.0722));// return dot(c,vec3(1.))*0.3333;}vec3sobelFilter(vec2 uv,sampler2D text,vec2 tsize...
用SCREEN_TEXUTE实现一个简单的屏幕滤镜。 效果图 简单滤镜 代码如下 shader_type canvas_item;voidfragment(){vec4 pixel=textureLod(SCREEN_TEXTURE,SCREEN_UV,0);COLOR.rgb=vec3((pixel.r+pixel.g+pixel.b)/3.0);} 获取屏幕截图纹理使用SCREEN_TEXTURE内置属性。
OpenGL: Alpha Hash transparency (and `ALPHA_HASH_SCALE` in a custom shader) is not implemented yet #103094 commented on Feb 23, 2025 • 0 new comments Error when changing the TextureRID of a Texture2DRD #85989 commented on Feb 23, 2025 • 0 new comments Godot 3D's performanc...
Even if we try to filter them better now, and we have a lot of very high quality contributions, and now we have to filter them again. So it's very interesting. We try to find ways all the time to improve. Juan Linietsky: I mean, every time we try to find a solution where one...
SHADOW_VEC shader parameter to alter 2D shadow computations in custom shaders. Filter search box in the remote scene tree dock. Ability to expand/collapse nodes recursively in the scene tree dock by holding Shift and clicking on a folding arrow. Support for depth of field, glow and BCS in ...