Posted February 20, 2025 by SamGrady
#coppercube #ambiera #gamedev
You can now manually assign textures in the CopperCube editor, making it possible to use them in shaders. This allows for effects like dithering patterns, overlays, or other static textures.
Now, you can access these textures in your HLSL shaders using:
sampler2D tex0 : register(s0); // Main render texture sampler2D tex1 : register(s1); // Manually assigned texture sampler2D tex2 : register(s2); // Manually assigned texture sampler2D tex3 : register(s3); // Manually assigned texture
Only s0 is used for render-to-texture, and there is no depth buffer, but this change enables more flexibility for custom screen shaders.