20

Hello, everyone! Let's create an effect that resembles boiling lava viewed from above, which can be useful for various top-down games. It's also a great demonstration of using four-dimensional noise and slicing it into three-dimensional layers, resulting in the characteristic flowing lava animation.

14

Hello, everyone! For the third time, we'll be working with a shader based on a line graph with many vertices. This time, we'll program an effect that loosely resembles a seismograph or another instrument with a similar display. It's a fairly simple algorithm and, as usual, comes with plenty of parameters to customize its appearance.

[-] FencerDevLog@programming.dev 2 points 3 months ago

Good plan! 😎

31

Hello, everyone! In the previous video, we created a simulation of an electrical discharge using a line with multiple segments. This time, we'll stick with a similar concept, although we'll approach it a bit differently. We'll create something like an ECG monitor that displays the characteristic heartbeat waveform.

15

Hi everyone! Let's create another 2D effect that we can use in a game as an obstacle or an energy weapon. We'll program an animated jagged line that resembles a lightning bolt or an electrical discharge.

20

Hello, everyone! Let’s again create a spatial shader for a 3D object. This time we'll create a simple flag, make it wave gently in the wind, and demonstrate how we can dynamically control this effect in the vertex function.

16

Hi everyone! Let's make something simple, because it's the beginning of July, and I'd rather relax than program overly complex shaders. We'll create a simple image warp effect that fits into a single line of code. So let’s go ahead and program that one line.

19

Hello, everyone! In this tutorial, I’d like to return to simple effects that don’t require any image input. This time, we’ll create something like an animated nebula, which can be an interesting visual enhancement for many space games.

14

Hello, everyone! After the previous huge tutorial, where we reached a new record of 25 parameters in a single shader, let’s take a look at something simpler. We’re going to create an effect that belongs to the category of scene transitions and resembles wiping a blackboard with a wet sponge.

10

Hello, everyone! This is the second part of the tutorial in which we create a shader for simulating old film projection in Godot 4. You can find a link to the first part in the description of this video. This time, we will complete the entire effect by enhancing it with various scratches, stains, and other types of damage that can appear on film strips.

11

Hello, everyone! We already had a shader that transformed an image into an old photograph, and this time we’ll take that effect to the next level. I’ll show how a similar approach can be used to simulate old film played through a low-quality projector, meaning that various visual imperfections will also change over time.

30

Hello, everyone! This time let’s make something a bit simpler, so we can take a break from overly long videos. I will create an infinite tunnel using a so-called Menger sponge, which is a three-dimensional fractal that we'll project onto a two-dimensional plane.

26

Hello, everyone! On this channel, I’ve been creating Godot shaders of all kinds, but there’s one type I’ve ignored until now - so it’s time to fix that. It’s the shader_type particles, and as the name suggests, we’ll apply it to a GPUParticles3D node. So let’s take a look at how we can create a simulation of insects flying around a light in the fog.

[-] FencerDevLog@programming.dev 1 points 1 year ago

0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

[-] FencerDevLog@programming.dev 1 points 1 year ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

[-] FencerDevLog@programming.dev 1 points 1 year ago

0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).

[-] FencerDevLog@programming.dev 1 points 1 year ago

I see. Good idea.

[-] FencerDevLog@programming.dev 1 points 2 years ago

Thanks! 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.dev 1 points 2 years ago

Yes, you are right. Fixed.

[-] FencerDevLog@programming.dev 2 points 2 years ago

Thank you! 😎

[-] FencerDevLog@programming.dev 1 points 2 years ago

Thank you! 😎

[-] FencerDevLog@programming.dev 1 points 2 years 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

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FencerDevLog

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