Love the animation layering additions, gonna play with them a bit!
I noticed that the pause, resume and stop action doesn't allow choosing an animation currently, that would be really handy when layering.
So I guess instead of allowing us to do lighting in effects, you'd rather add a new Material addon type, which has access to lights, normals (maybe even the vertex shader and additional textures for normal maps for example). This way it would always be the first shader and could sidestep the awkwardness with effect stacking, where only the first effect can do certain things.
That indeed would be more complex to add, but also sounds more robust.
I'm not sure I understand, the effects sdk already supports custom shader parameters. If we get access to the normals and lights we could implement custom (fragment) lighting already with direct-3d-rendering? (some helper functions like you added to wgsl would be awesome too for some common calcs like attenuation etc.)
Instead of you having to support multiple lighting implementations out of the box I would love if the effects sdk gets access to lights, normals etc. that way we can implement custom lighting, like cell shading, phong and so on for more stylized games, instead of being forced into only using PBR.
Thanks for letting me know. I pushed an update, it should be fixed now.
Effects do not need to be updated, they keep working.
This effect works with sdkv1, sdkv2, webgl1, webgl2, and webgpu.
Love the side by side installs!
Also nice other smaller ux improvements and features.
We can definitely see a nice performance improvement already, looking forward to the GPU Skinning!
Thanks for improving 3D anim performance and the pointer lock solution sounds great!
Awesome to see the per layer filtering setting and the 3Dmodel plugin!!!
Performance for static models is amazing, sadly animated models seem to be very very heavy, I hope this can be worked on. (still super excited)
Great update!
But I am not sure about the "fixed" part of the fixed fps mode, I would rather have it purely as a limit. We can do the slow-mo if we need it using the set min/max delta-time action.
Alternatively adding another mode "fps limit" would be good.
In case you are comparing it to the other transition effect: This one is from the range 0-100, this is the case as I changed it to use the percent editor property.
True. It's actually more complex, because you can pick before the collision check and keep collision cells, but only the first objectType in the collision check: SpritesA on Collision with SpritesB. Only picking SpriteB instances disables collision cells for that conditions, all other picking is fine.
AFAIK the core perf issue still persists, this just disables mip-maps making it slightly lighter
As this shader doesn't support webGPU and OcularCash isn't active anymore I made a version that supports webGPU. It's not a direct port, but a rewritten effect with the same functionality.
construct.net/en/make-games/addons/1508/transition-with-webgpu
Member since 6 Jul, 2017 Last online 7 Oct, 2026