[-] FencerDevLog@programming.dev 0 points 4 months ago

1.2 (2026-06-19): Updated to Godot 4.7. Added sponge_wipe (scene and shader). Added stormy_nebula (scene and shader).

[-] FencerDevLog@programming.dev 0 points 5 months ago

1.1.8 (2026-05-12): Added insects - the first shader_type particles (scene and shader).

[-] FencerDevLog@programming.dev 0 points 6 months ago

1.1.7 (2026-04-29): Added raindrops (scene and shader). Added tesseract (scene and shader).

[-] FencerDevLog@programming.dev 0 points 8 months ago

1.1.2 (2026-02-10): Added fractal_flower (scene and shader). Added wildfire (scene and shader).

[-] FencerDevLog@programming.dev 0 points 9 months ago

1.1.1 (2026-02-06): Added simple_edge (scene and shader).

[-] FencerDevLog@programming.dev 0 points 9 months ago

1.1 (2026-01-27): Updated to Godot 4.6. Added volumetric_fog (scene, shader and script).

[-] FencerDevLog@programming.dev 0 points 9 months ago

1.0.5 (2026-01-14): Added simple_dithering (scene and shader). Added classic_dithering (scene and shader).

[-] FencerDevLog@programming.dev 0 points 9 months ago

1.0.4 (2026-01-10): Added glass_bricks (scene and shader). Added frequency_distortion (scene and shader).

[-] FencerDevLog@programming.dev 0 points 10 months ago

1.0.3 (2025-12-12): Added dot_transition (scene and shader). Added digital_glitch (scene and shader). Added wave_transition (scene and shader).

[-] FencerDevLog@programming.dev 0 points 11 months ago

1.0.2 (2025-11-26): Added noise_transition (scene and shader). Added vhs_noise (scene and shader).

22

Hi everyone! In the previous video, we reached the set goal - one hundred shader effects, which are available in the product called Godot Shader Pack, linked in the description of this video. Of course, I plan to keep creating shaders and gradually add them to the pack, at least for as long as I have inspiration. This time, we’ll make another transition effect, and as you can see, it simulates something like a pixelated change of the background image. Let’s take a look at how easily we can program a similar effect.

22

Hello, everybody! In this video, I’ll demonstrate how we can program a shader that simulates a page turning in a book, which is definitely a very effective way to transition between scenes. So let’s launch the Godot editor and get started.

22

Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways.

28

Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

[-] FencerDevLog@programming.dev 0 points 1 year ago

1.0 (2025-10-31): The full version with 100 shaders! Added horizontal_jitter (scene and shader). Added fiery_ornament (scene, script, and shader). Added page_flip (scene and shader).

27

Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

19

Hi everyone! I was thinking that we can never have too many effects for transitions between game screens, so I made a fairly simple one that lets us demonstrate a nice result with an easy formula. Let’s take a look at how easily we can create this.

19

Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

[-] FencerDevLog@programming.dev 0 points 1 year ago

0.9.8 (2025-10-07): Updated to Godot 4.5. Added endless_ornament (scene and shader). Added point_tunnel (scene and shader).

20

Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

58

Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

20

Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming.

76

My new book is out! 618 pages of tutorials, code, images, and insights about game development in Godot 4. During the first week, the discount code 20INTRO is active. https://filiprachunek.gumroad.com/l/advanced-game-development

17

Hey everyone! I’ve just finished writing my new book about game development in Godot, which means the time I had for coming up with new shaders was once again equal to zero. But I do have something after all. It’s simple, it’s fast, and it could even be useful. Let’s take a look at how we can create yet another blur effect.

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