![]() Moreover, depending on your needs, you can choose between ‘Texture’, ‘Lit Surface’, ‘Lit Texture’ or ‘Normal Map’ as a ‘Display Mode’. Subsequently, you can manually choose the position of the light source, resorting to the ’Global Light’ configuration tools to define the ‘Z Position’, the ‘Brightness’, ‘Light’ and ‘Ambient Light’ colors. In order to add sprites for editing, SpriteIlluminator allows you to simply drag and drop them in the dedicated panel, supporting JPG and PNG formats. Add dynamic lighting to your sprites and customize their appearance ![]() The center-stage is given to the working window, where you can edit and preview your sprite, while on the right-side, you can access and work with ‘Effects’ or customizable ‘Brushes and Tools’. The main window of SpriteIlluminator is split into several sections, allowing you, on the right side, to drag and drop the sprites you wish to process, while from the lower section, you can adjust ‘Global Light’ preferences or opt for different ‘Display Modes’. Neatly-organized and intuitive GUIĪppearance-wise, the program is very well-structured and not at all cluttered, its functions and features being sufficiently clear and straightforward that they should pose no difficulty in handling from the very first run. But 100% doable even now.SpriteIlluminator is a complex yet user-friendly software solution that was created to help you add dynamic lighting to your designs, aimed specifically at sprites, which are characters used in games or other types of animations. If you don’t want to take advantage of the benefits of using sprites then you can specify different textures but then animating them is much more difficult because you would have to store a bunch more data about all of the frames, and manually handle all animation code and offsetting. to make this a little more convenient to do. ![]() If Defold team could make a special sprite type which could look for frame_DIFFUSE, frame_NORMALS etc. It would mean that your animation frames all need to have the same size so you would want to pack only probably one character at at time if each character has different frame sizes and then communicate the offset value for each to each sprite.Īctually might be better to put the normals below each strip of horizontal frames so that you can animate in the tilemap. So what I would probably do is to pack the diffuse and the normal texture for each sprite frame next to each other in a pre-made tilemap so that you can do a simple offset to get the normal. Sprite components are not currently able to have different textures selected for them at once. The team (or a tool) makes every possible combination into a single shader with a single one used with the set of options the user selects.Ī smart multistep process is also needed for some shader effects such as some of the anti-aliasing methods and blur methods. I believe that Unity’s shaders are done this way. For release optimization would probably want to go through the shaders you do use and merge them into a single shader, which is not too difficult to do and a few multi shaders like this could be prepared once we know which ones would be generally used. Then for dev can quickly comment out the shader effect materials from the list to disable them and enable them quickly. Then the render script looks at the dynamic list of materials and attempts to use them in the order specified one after another. render file which also has the same list of materials with the same names. Idea of method is you have a post processing prefab GO, and you send a message to it with a list of post processing effects you wish to apply and in an order. ![]() Check your build folder to see for yourself.Ĭheck the source files and examples for full usage. When you make builds Defold will only package the materials you actually use so do not worry about the extra files. Once installed, you can select the materials you wish to use from their associated folders much like you would builtin materials. Open your game.project file and in the dependencies field under project add: You can use DefFX in your own project by adding this project as a Defold library dependency. If you can improve an existing shader to add useful features or increase performance please submit your changes! Installation If you’ve made a shader which you think would be useful to others please consider contributing it via a pull request. The purpose of this shader collection is for each to be generally useful and efficient. ![]() A collection of useful shader effects made ready to be used with the Defold game engine ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |