- 97 Posts
- 21 Comments
I see. Good idea.
I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎
0.9.2 (2025-05-21): Added print_number (scene and shader) and its usage in paper_burn (script and shader). Added ray_marching_5 (scene and shader).
This is what happens when a programmer tries to create some graphics. 😀
FencerDevLog@programming.devOPto Godot@programming.dev•One-click 3D model to 2D sprite in Godot 4.4 (tutorial)English4·3 months agoThank you!
FencerDevLog@programming.devOPto Godot@programming.dev•One-click 3D model to 2D sprite in Godot 4.4 (tutorial)English4·3 months agoYou are welcome! Glad to help.
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Rainy window shader (tutorial)English1·5 months agoThanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.
Like this:
vec2 drop_layer(vec2 uv, float time) { vec2 grid = vec2(grid_x, grid_y); vec2 drop_uv = fract(uv * grid); drop_uv = 2.0 * drop_uv - 1.0; vec2 drop_size = drop_uv / grid; return drop_size; }
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Wet painting shader (tutorial)2·6 months agoThanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Hexagonal tile shift (shader tutorial)1·7 months agoYes, you are right. Fixed.
FencerDevLog@programming.devto Godot@programming.dev•How do you "separate" or "explode" a 3D mesh in Godot?English4·10 months agoAssemble 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@programming.devOPto Godot@programming.dev•Godot 4: Screen glitch shader (tutorial)English1·10 months agoHeh, thank you. 😎
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Dot matrix effect (shader tutorial)2·1 year agoThanks!
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Live Plexus shader (tutorial)English1·1 year agoThanks!
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Glass Door shader (fast blur tutorial)21·1 year agoWell, 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@programming.devto Godot@programming.dev•Personal Opinion: the GameDev.tv Godot course isn't greatEnglish1·1 year agoIf you want to learn about Godot shaders, you can try these video tutorials.
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: 3D scene in 2D environment (SubViewport tutorial)2·1 year agoThank you! 😎
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Warped plasma shader (tutorial)1·1 year agoThank you! 😎
FencerDevLog@programming.devOPto Godot@programming.dev•Godot 4: Learn to create custom nodes for visual shaders (tutorial)English1·1 year agoI 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
0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).