FencerDevLog

joined 1 year ago
 

Hey everybody! This time, let's try something really simple, something that works more as a one-time effect, or an exercise for understanding some of the algorithms we often use in shaders. And who knows, maybe even such an unusual effect could find a place in some extravagant game.

 

Hey everybody! As a complement to the shaders we used to generate rain or a star field, we will create some nice snowfall. It's true that I have already programmed snow once, but that was in a 3D scene and with particles. This time, I'll use a 2D shader, but with a nice spatial effect using several layers, as you can see in the background right now. Let's get to it.

 

Hi everyone! Let's improve the Vertical Drops shader. As I promised at the end of the corresponding video, we can achieve an entirely different effect if we convert the algorithm into polar coordinates and make a few minor adjustments. Yes, we will create exactly what you now see on the screen, which can be used in the game as a hyperspace jump or warp speed acceleration. Let's get to it.

 

Hi everyone! In this video, I would like to show how we can create a shader that works like a fish-eye camera or deforms part of the image using a magnifying glass. The shader will be fully configurable, so we'll be able to adjust the magnifying glass's radius, the level of distortion, or crop the edge to simulate looking through a peephole in a door.

 

Hi everyone! Welcome to the second part of the tutorial, where we create a space sky shader in Godot 4. In the previous video, we made a skybox with a generated sun that illuminates half of the surface of a rotating red planet. This time, we'll continue by adding clouds above the planet's surface, and finally, a moon that will orbit it and cast a shadow.

 

Hi everyone! What you're seeing in the background now isn't a typical shader, for which I usually create tutorials here. This time, I took a little detour, and I'm presenting the first sky shader in Godot Engine on this channel. Since it's a pretty handy effect that we might use in our next game, I'll show you how such a sky shader works.

 

Hi everybody! This time, I would create another 2D post-processing filter that could be useful if, for example, we want to display a newspaper article with a color image in our game, which should look like it was printed on an inkjet printer. In other words, we'll convert the image into a four-color raster in CMYK coding.

 

Hello everyone! This time, let's try something really simple. I didn't have time for anything more complicated because we're right in the middle of releasing our game, which is quite a time-consuming activity. But who knows, even a simple effect can end up being useful. Let's take a look at how we can implement such a digital burn.

 

Hello everyone! We already have one rain shader, so why not add another one? This time it will be based on a slightly more complex algorithm, but it will allow for much more customization and won't suffer from visual artifacts. Let's get to it.

 

Hi everyone! As I promised at the end of the video on advanced post-processing, I'm returning to this technology once again, and this time we'll use it for an alternative method to detect edges in our 3D scene. The result will be an effect that resembles a pencil drawing on paper, which can be a very interesting enhancement for your game. Let's take a look at how something like this works.

 

Hi everybody! A few months ago, I created a tutorial for generating a simple two-dimensional grid, and recently I thought it would definitely be useful if we could do the same as a projection into the third dimension. The algorithm for the grid itself will remain the same, but we will add elements like a 3D camera, projected UVs, and so on. Let's take a look at how such a shader works.

 

Hey everybody! Would you like an inexpensive rain effect to enhance the 2D scenes in your game? We already have the particle rain, which I demonstrated in one of the previous videos. What I'll show today might not be perfect, but the shader itself is very fast, so it can be easily used, for example, to decorate windows through which you can see a rain-soaked landscape. Or even for an entire scene, if we manage to set the parameters correctly.

Assemble your objects from smaller, independent 3D meshes, which you can control separately after destroying an enemy. That's how I do it in my space shooter game.

Heh, thank you. ๐Ÿ˜Ž

[โ€“] FencerDevLog@programming.dev 1 points 6 months ago (5 children)

Well, Godot is a lightweight engine, so it doesn't have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can't be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.

If you want to learn about Godot shaders, you can try these video tutorials.

Thank you! ๐Ÿ˜Ž

Thank you! ๐Ÿ˜Ž

I think that section is just automatically fetched from the YouTube video description, and ignores line breaks. Here's the correct URL: https://filiprachunek.gumroad.com/l/godot4

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