Hi everyone! This is the second part of the video, where I explained the possibility of using 3D objects as part of a 2D scene in the Godot Engine. And because I received several requests for a continuation that would clarify other aspects of this simple 3D puzzle, that's exactly what this video is about. Let's take a look.
Hi everybody! In this video, I would like to create a simple and effective shader that can significantly change the appearance of a selected sprite or even the entire screen. The effect you are seeing now can certainly have many uses, such as disabling a specific UI element or simulating an image in an old newspaper article. Let's do it.
Hi everybody! I recorded this video after a few experiments with color changes using a shader on a sprite. Let's take a look at the options we have available.
Greetings to all fans of fractals, shaders, and the Godot Engine. Once again, I've prepared one of many algorithms for creating interesting effects that you can add to your game or perhaps use as a live background for a music video. Let's see how it works.
Hi everyone! Do you remember the video about detecting edges using the Sobel operator, which we enhanced by using Gaussian blur? One of the drawbacks of Gaussian blur is that it's somewhat computationally intensive, which can pose some performance issues for our game if we want to apply such an effect in real-time. In this video, I will demonstrate a much faster way to blur our sprite or the entire screen.
In this video, I will demonstrate how we can easily insert 3D models or complete 3D scenes into the environment of our 2D game in Godot 4. Let's see how this is done using the SubViewport node.
Hi everyone! As you may recall, in one of the previous videos, I was creating snow particles in a 3D scene. This time, I would focus on a similar effect, but instead, it would be in 2D, and it would be rain particles.
Hey everybody! In this video, I would like to demonstrate how we can enhance the effect that we know from the very first video about shaders that I recorded for this channel. The enhancement will consist of displaying something like continuous plasma instead of rippling lines, for which we will use very similar calculations. Let's get started.
Hi everybody! If you watched one of the previous videos in which we created a square grid, you might have wondered how difficult it would be to achieve a similar effect with perfectly aligned hexagons. There are certain differences, but the algorithm is not extremely complex. Let's get into it.
Hi everybody! In this video, I would show how we can set up a glow effect on a selected sprite in a 2D project. Such a shader may come in handy if we want to understand how the glow calculation works, or if we decide to work without setting up a global glow in the WorldEnvironment node. Let’s do it.
Hi everyone! This is a continuation of my video about polar coordinates in shaders. If you haven't seen it yet, I definitely recommend watching it first; everything will then be a bit clearer. The link should be included in the description. However, I will also mention the basics in this video. So, let’s make some spiral effects.
Hi everyone! This time, I would focus on what truly looks like a dev log, as the title of this channel suggests. It will be about shaders again, but instead of creating it from scratch, I would dissect a fog effect as we implemented it in our game.