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#shaders

10 posts9 participants0 posts today
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5/ Doh! I could stick to a simpler four vertices if I provide the indices. Further I CAN use the one triangle trick and the viewport will clip it as though it were a full screen but adjusting the vertex positions will be necessary to make the UV span 0–1 on just the viewport region. #shaders #gamedev

Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=Zhtrb6qTgv

I'm sure this has been done many times before, but I'm still happy to be bit-twiddling in #shaders. The star is this line:

(vertex_index & 3u) + (vertex_index >> 2u)

"Give me the first two bits but add one if the third bit is set.”

The shader generates a UV-mapped quad (right-triangle pair) from the 0 through 5 vertex indices. The screenshot code is abridged; full code is at the link.

github.com/shanecelis/bevy/blo #gamedev #bevyengine #bittwiddling #wgsl

Got a shell texture fur shader for Godot working today, based on a video and code from youtube.com/@Acerola_t

I've put it on a gist for now, but want to post to godotshaders.com at some point: gist.github.com/kaofelix/13dca

video: youtu.be/9dr-tRQzij4?si=t-GQl-

There are still some features missing from the version on the video, as well as improvements to make in the node code itself, but getting there!

Continued thread

I've updated the algorithm, so it can also be occluded by special objects and is not always in front. For a highlighted object, it's using now 3 additional layers, 2 for masking, 1 for the outline. Occluders only need 1 additional layer.

Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=1KOGr3CovR

😌 Tried out some viewport and per-camera-layer shaders for silhouette-outlines.

Uhmm... we really need per material visual layer overwrites ^^ Without it, it's not possible to make such effects easily. Every solution for this now has a lots of duplicates.

It was hard but I managed to get some basic water shader working.

Llet me set the water opacity without messing up the borders.

I had a hard time with it but it's quite easy once you stop thinking about the alpha channel of a texture as some magical values and just realise it wants a greyscale :)

I still need to implement water tint (easy), maybe make the waves squish and expand (hard?) and add some cool effects (???)

But first, I want to work on shallow water.