FencerDevLog

joined 1 year ago
 

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.

36
submitted 3 months ago by FencerDevLog to c/godot
 

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. 😎

 

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.

view more: ‹ prev next ›