FencerDevLog

joined 10 months ago
 

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.

 

Hi everyone! Let’s try to write another shader to enhance our graphics, for example, the background of a scene in a game. I recently made a video about the emboss filter, which is quite similar to the effect I want to implement today, but this time I'll show a shader that may not look as flashy, but can be written in one line and certainly has other good qualities.

 

One of the topics I covered in the new book of shaders is advanced post-processing, which will be the subject of today's video.

 

Hi everyone! If you watched the video about the simple transition between images using a noise texture, you surely noticed how we used a simple algorithm for a rather impressive effect. Now let's try something a bit different - instead of a regular transition, we'll create a burning effect for our scene, which will be a somewhat more complex algorithm. Let's do it.

 

Learn how to enhance your game’s graphics with impressive visual effects!

This book provides a detailed guide on creating 30 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.

So, how can you get it?

Please visit Shaders in Godot 4: Add stunning visual effects to your games for more information and a free sample (50 pages out of 310).

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

 

Learn how to enhance your game’s graphics with impressive visual effects!

This book provides a detailed guide on creating 30 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.

So, how can you get it?

Please visit Shaders in Godot 4: Add stunning visual effects to your games for more information and a free sample (50 pages out of 310).

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

[–] FencerDevLog 4 points 1 month 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 1 month ago

Heh, thank you. 😎

 

Hi everyone! Recently, I returned to the algorithm we used for generating the lightning effect and tried to apply it in a slightly different way. Essentially, it involves decomposing the texture into individual color components - red, green, and blue - and shifting them according to a pseudo-chaotic value. I think I've seen something similar in a few games, and maybe such an effect will be useful for your project too. So let's get to it.

 

Hi everybody! This time I would like to try something really simple. It is one of the simplest fractals that you have probably seen before, and it is called the Sierpiński triangle. This code can demonstrate simple transformations and also model the resulting effect by removing pixels in each iteration. So let's get started.

 

Hi everyone! This time I would try something in 3D. It will be quite a simple thing, namely creating a tunnel from a texture, but even something as basic as that can sometimes be useful. And who knows, maybe I'll like it and next time I'll make something more sophisticated. So let's get started.

 

Hi everybody! During the development of our point-and-click adventure game Whispers of Prague, we played around with the idea of creating some scenes in complete darkness, so the main character would need to acquire night vision goggles to navigate the scene. This idea was eventually discarded, but the effect itself isn't entirely bad, as you can see right now. Let's take a look at how such a shader works.

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submitted 2 months ago by FencerDevLog to c/godot
 

Hi everyone! Do you remember the Sobel operator that I used in one of the previous videos for edge detection? The shader that I will demonstrate today will be based on a similar principle, and its result will be an equally interesting effect. Let's take a look at how the algorithm for the emboss filter works and how to implement it as a shader.

[–] FencerDevLog 2 points 3 months ago
[–] FencerDevLog 1 points 3 months ago
[–] FencerDevLog 1 points 4 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 4 months ago

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

[–] FencerDevLog 2 points 4 months ago

Thank you! 😎

[–] FencerDevLog 1 points 5 months ago

Thank you! 😎

[–] FencerDevLog 1 points 8 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 8 months ago
[–] FencerDevLog 1 points 10 months ago

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

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