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Stencyl shaders
Stencyl shaders









stencyl shaders
  1. Stencyl shaders for free#
  2. Stencyl shaders how to#
  3. Stencyl shaders install#

You can create games using either a drag-n-drop (DnD) interface or by programming with a specific language called GameMaker Language (GML). It’s designed for making 2D games fast and easily. Then I’d recommend you head over there and complete that tiny 1h45 tutorial.Īfter that, work on a longer tutorial series like this one from Brackeys.īy the time you finish it, you should be ready to publish your own game.

Stencyl shaders install#

(PC/Mac/Linux/Consoles/Mobile etc…)ĭownload Unity Hub here and install Unity from here. Unity supports all the platforms you most likely want to publish on. You’ll have a Unity splashscreen in your game.Īfter that, you’ll have to upgrade to Unity Plus (~25$/month if prepaid annually or 35$/month) until $200K and Unity Pro (125$/month) after that.

Stencyl shaders for free#

When copying the depth stencil texture to the CPU and examine it, I see both the depth and stencil information in the packed 24 + 8 bit data as expected.You can use Unity Personal for free until you earn $100K with your project. When above refers to the depth stencil texture, the shader doesn't do anything (I see the color with which I clear the screen). When above refers to one of my color textures, I see the color output rendered in the first render pass, which is what I expect. Therefore I setup the shader with these values: glActiveTexture(GL_TEXTURE0) Īnd let the shader program simply copy the texture to the screen: uniform sampler2D tex In the second render pass, I currently only try to "debug" the contents of all textures. GlTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0) The texture for depth and stencil information (GL_DEPTH_STENCIL_ATTACHMENT*): GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0) The setup for the textures being used by the intermediate FBO is as follows: // The textures for color information (GL_COLOR_ATTACHMENT*): If not, what is the best (fastest) way to copy the stencil information into a separate color texture between these two render passes? Maybe involving a third render pass which draws a single color using stencil test (I only need a binary version of the stencil buffer in the final render pass, to be precise I need to test if the value is zero). Is it possible to bind a depth stencil texture to a texture unit for use in a shader program? Is it impossible to access depth and stencil textures using "normal" samplers? Is it possible with some "special" sampler? Does it depend on the interpolation mode set on the texture or a similar setting? At least only black values are read from it, so I guess it's not bound correctly. In a second render pass (when rendering to the screen), I want to access the previously computed stencil index on a per-pixel basis (but not necessarily the same pixel I'm drawing then), similar like you would like to access the previously rendered color buffer to apply some post processing effect.īut I fail to bind the depth stencil texture in the second pass to my shader program as a uniform. All of them are in the form of textures (no render buffer objects involved). I use a multi render target FBO for this, with color buffers and a combined depth stencil buffer attached.

stencyl shaders

In a first render pass, I do not only render color and depth information but also make use of stencil operations to count objects.

Stencyl shaders how to#

It seems to be difficult to find information about how to access depth and stencil buffers in shaders of successive render passes.











Stencyl shaders