23

I got the idea for this some time last week, I think. Pretty good, but it doesn't yet work on everything, such as ShaderMaterials.

you are viewing a single comment's thread
view the rest of the comments
[-] CGTRocketX@programming.dev 1 points 13 hours ago

Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won't cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.

this post was submitted on 10 Oct 2026
23 points (100.0% liked)

Godot

7996 readers
27 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 3 years ago
MODERATORS