FencerDevLog

joined 1 year ago
 

Hey everyone! I would say that there are never enough post-processing effects, and it’s good to have as many options as possible when deciding which would fit best for our game. This time, I’ve prepared something simple again that fits into a few lines, yet the result can be quite interesting, especially if we’re not averse to some psychedelic effects. Let’s take a look at how we can implement a simple radial blur.

 

Hi everyone! I recorded this video outside my usual weekly schedule because it doesn't focus on any specific shader. However, it's a topic that's useful to explain, as not all details may be clear from the official documentation. The video will cover working with images in shaders, particularly different types of filtering.

 

Hey everybody! There are many ways we can adjust or enhance what we want the player to see on the screen while playing our game. I’ve already discussed several post-processing algorithms in previous videos, and this time I’d like to add another to the collection, which is quite computationally inexpensive and is something between edge detection and converting a color image into a monochromatic sketch. Let’s take a look at it.

 

I have just finished and released the sequel to the book "Shaders in Godot 4". The new book is titled "More shaders in Godot 4". 😀

The book is a comprehensive guide on creating 33 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.

This time, it also includes a b and an elaborate introduction to ray marching.

b

Please visit https://filiprachunek.gumroad.com/l/moreshaders for more information and a free sample (50 pages out of 311).

Thank you for reading this. Good luck with your games. 😎

 

Hi everyone! Do you remember the shader I unoriginally called the Line Effect Shader and published a tutorial on creating it about nine months ago? Today's effect will be somewhat similar, with some horizontal structures twisting around and creating the impression of something liquid or almost plasma-like. Let’s take a look at how it’s programmed.

[–] FencerDevLog 1 points 2 weeks ago

Yes, you are right. Fixed.

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submitted 3 weeks ago* (last edited 2 weeks ago) by FencerDevLog to c/godot
 

Hello everyone! We continue the series of effects that we can apply to a selected texture or even the entire screen. This time, we will create a simple effect of breaking an image into hexagons, shifting the crop in each of these tiles, and the final composition of the entire image or, conversely, the decomposition, which can be quite a useful function.

 

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.

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submitted 1 month ago by FencerDevLog to c/godot
 

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.

[–] FencerDevLog 4 points 4 months ago

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.

[–] FencerDevLog 1 points 4 months ago

Heh, thank you. 😎

[–] FencerDevLog 2 points 6 months ago
[–] FencerDevLog 1 points 6 months ago
[–] FencerDevLog 2 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.

[–] FencerDevLog 2 points 7 months ago

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

[–] FencerDevLog 2 points 7 months ago

Thank you! 😎

[–] FencerDevLog 1 points 8 months ago

Thank you! 😎

[–] FencerDevLog 1 points 10 months ago

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

[–] FencerDevLog 1 points 11 months ago
[–] FencerDevLog 1 points 1 year ago

Check out my tutorial. It demonstrates the correct structure of the csv file.

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