22

Hello, everyone! The shader we’re going to create in this video definitely isn’t one of the most useful effects for game development. It’s more of a detour from more complex algorithms and includes several interesting techniques that might come in handy. So let’s take a look at how to program a four-dimensional cube.

16

Hi everyone! The effect we’ll be creating in this video is something I had been planning for a long time, and now I’ve finally implemented it. As the title suggests, it will be a simulation of raindrops falling onto a water surface, including the typical expanding ripple circles.

21

Hi everyone! Let’s create a shader that looks like a simple radar, which can be useful for many types of games. It will be entirely generated using lines and other primitive shapes, and we’ll add some animation to it as well.

20

Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

21

Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

27

Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

31

Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

37

Hello, everyone! Let’s program this interesting effect, which allows us to successfully simulate the view through a glass window during heavy rain. The shader we create this way will have many parameters and customization options, so it can be used in a wide range of situations.

10

Hi, everyone! It’s time to create something small in 2D again, and since simulating old devices can be very useful in games, we’ll take a look at a shader that mimics the behavior of a low-quality analog screen.

23

Hello, everyone! In this video, I will demonstrate how we can cut any 3D object into irregular fragments and then use them to simulate an explosion, for example, in a space shooter. We will start in Blender and complete the whole effect in Godot.

35

Hello, everyone! In the previous tutorial, we programmed a 3D spatial shader, and this time we will stick to the same concept. In this video, I’ll demonstrate how to create a simple outline or glow effect for any 3D object in Godot 4.

15

Hello, everyone! Last time, we created a fairly interesting fire effect that works well in 2D games. This time, we’ll try transforming it into a 3D shader, put it on the surface of a cylinder, and observe the results.

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

0.9.5 (2025-07-08): Added ray_marching_8 (scene and shader) and ray_marching_9 (scene and 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 1 year ago

I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎

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

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).

[-] 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 1 points 2 years ago

Heh, thank you. 😎

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

Well, 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.dev 1 points 2 years ago

If you want to learn about Godot shaders, you can try these video tutorials.

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

Thank you! 😎

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