Nebula Sky Shader In Godot 4!
15:07
Godot 4: Scene Depth Explained
16:44
"Twirl UV" Explained!
13:06
6 ай бұрын
"Rotate UV" Explained!
16:53
6 ай бұрын
Пікірлер
@nutzeeer
@nutzeeer 5 сағат бұрын
i would like to implement raymarching leveraging godots node system. to make it easier for basic settings, while still allowing all the raymarching complexity.
@iDigvijaysinhG
@iDigvijaysinhG Сағат бұрын
That may require some engine level knowledge but I think it's definitely doable. (Not for me though 😅)
@もるも-l4d
@もるも-l4d 7 сағат бұрын
あなたは私にシェーダーをコードで書く勇気を与え、 自分だけではたどり着けない領域に連れていってくれます。 いつもありがとうございます😊
@iDigvijaysinhG
@iDigvijaysinhG 5 сағат бұрын
Thank you for your kind words.
@elosy_the_thoughtless
@elosy_the_thoughtless 11 сағат бұрын
how would you go about removing the fog jittering?
@iDigvijaysinhG
@iDigvijaysinhG 5 сағат бұрын
Hey, just to be clear, are the objects in the fog flickering?
@Lowwaels
@Lowwaels 19 сағат бұрын
good luck man 👍 also can you make GODOT 4.3 or 4.4 VisualShader tutorial
@iDigvijaysinhG
@iDigvijaysinhG 5 сағат бұрын
Yes I will definitely continue with Godot but majority of Godot's audience prefers written shaders. I might cover both though, like I will experiment with 2 other engines so one extra approach won't hurt.
@Lowwaels
@Lowwaels 10 минут бұрын
@@iDigvijaysinhG thanks
@AdrianOstrowski-f3d
@AdrianOstrowski-f3d Күн бұрын
Can you somehow solve situation where black part of texture is transparent? Can you completly remove texture transparency from moon texture? If I use a half moon texture, the dark side is transparent and even the bright side is a little transparent as i see start throught it
@iDigvijaysinhG
@iDigvijaysinhG Күн бұрын
Hey, you should not be getting transparency, but just to make sure I understood it correctly, you are getting a transparent moon when applying the texture??
@AdrianOstrowski-f3d
@AdrianOstrowski-f3d Күн бұрын
@@iDigvijaysinhG I have stars on my skybox, and I use half moon texture, so half of the moon is dark/black and another half is bright. And I can see that black/dark parts of my texture are transparent
@iDigvijaysinhG
@iDigvijaysinhG Күн бұрын
Ok, I got it. But it is perfectly normal. Essentially what we are doing is just adding the moon color on top of the rest of the skybox. Let's assume I have a dark blue sky (0,0,0.3) and if we add a moon color that is just black (0,0,0). I will simply get the same dark blue color. For more in depth explanation, look up "additive blending mode".
@AdrianOstrowski-f3d
@AdrianOstrowski-f3d Күн бұрын
@@iDigvijaysinhG Oh ok. What would you do to prevent it so that the moon texture is always on top and not blending with the rest of the skybox?
@iDigvijaysinhG
@iDigvijaysinhG 5 сағат бұрын
First, try blend node instead of add. It might do the trick. If not then you could take "One minus" of the final moon shape (before the texture) and multiply with the skybox colors and then add the moon part on top.
@CostlyMass
@CostlyMass 2 күн бұрын
very good instruction. You nailed the delivery, many beginner videos are way too fast.
@iDigvijaysinhG
@iDigvijaysinhG 2 күн бұрын
I am glad you liked it.
@LyricalLull
@LyricalLull 4 күн бұрын
Thank you so much!
@ZaneBastian
@ZaneBastian 4 күн бұрын
Looks almost identical to Martijn's video on Art of code just re-done in Godot.
@iDigvijaysinhG
@iDigvijaysinhG 4 күн бұрын
Yup
@Siru-kissa
@Siru-kissa 4 күн бұрын
Note for me 06:29
@Sloom128K
@Sloom128K 5 күн бұрын
Absolute hidden gem
@iDigvijaysinhG
@iDigvijaysinhG 5 күн бұрын
Thanks
@alexanderstreng4265
@alexanderstreng4265 8 күн бұрын
Yes, the pr has been opened that allows users in the future to create sub graphs
@robinj6997
@robinj6997 8 күн бұрын
I'm quite surprised that capsule was more complex than a box. Isn't capsule common for collision shapes for their simplicity? Sphere rules, but is a box better than capsule for physics collision checks?
@iDigvijaysinhG
@iDigvijaysinhG 8 күн бұрын
Hey Robin, first of all thanks for binge watching. Now coming to your question, here we are not dealing with physics calculation whatsoever. Physics shapes (Colliders) are based on geometry. Here we are just faking the geometry with some complicated maths.
@robinj6997
@robinj6997 8 күн бұрын
Thank you, gonna dive into ray marching now. To see what I can conjure
@iDigvijaysinhG
@iDigvijaysinhG 8 күн бұрын
All the best Robin!
@ibby1982
@ibby1982 8 күн бұрын
nice tuto thanx, i have some issue with some materials they'r flashing like a flashlight, do you know why?
@iDigvijaysinhG
@iDigvijaysinhG 8 күн бұрын
Glad you liked the tutorial. Now let's deal with your problem, has it happened after you applied the full screen renderer feature? If you just disable the full screen render feature does that fix the flashing material issue? If not then I suspect it is something to do with "Z fighting".
@ibby1982
@ibby1982 8 күн бұрын
@@iDigvijaysinhG thanx for your answer, it happend after adding fullscreenoutline and i don't believe it z fighting mats not flickering they emmit light like point light and flash
@iDigvijaysinhG
@iDigvijaysinhG 7 күн бұрын
Ok, then I will need some more information. What materials are flashing, built-in or custom ones? Could you tell me the minimal steps to reproduce the issue?
@ibby1982
@ibby1982 6 күн бұрын
@ they are from synty cyber city dk if they are custom i have not much knowlede about mats 🙄
@iDigvijaysinhG
@iDigvijaysinhG 5 күн бұрын
Ok, if only some materials from synty are flashing, chances are high they are custom ones. Just to be 100% sure, I want you to select the material and in the inspector, there will be a shader drop-down. Could you tell me what is written in that?
@Lowwaels
@Lowwaels 10 күн бұрын
thanks
@BhavikabaJadeja7777
@BhavikabaJadeja7777 11 күн бұрын
Liked the new picture in picture format.
@iDigvijaysinhG
@iDigvijaysinhG 11 күн бұрын
Thanks, I just tried something new.
@tejastjs9981
@tejastjs9981 12 күн бұрын
The moon phases are inaccurate , the starting from new moon the phase should be concave and halfway across the phase should change to convex. Currently this sorta simulates lunar eclipse rather than moon phase. Would love to see how do we achieve this. Great video btw.
@iDigvijaysinhG
@iDigvijaysinhG 12 күн бұрын
Yup, I think this entire video requires an overhaul.
@aeroniix1489
@aeroniix1489 15 күн бұрын
Intro is too loud compare to the content.
@iDigvijaysinhG
@iDigvijaysinhG 15 күн бұрын
Sorry about that, I was a noob content creator back then.
@Rexolotl
@Rexolotl 15 күн бұрын
Loved the tutorial, explained so well!
@ttakuyaki
@ttakuyaki 16 күн бұрын
Do you think it's possible to also use the normals to create outlines "in" the object ? For example the edge of the cube that faces us ?
@iDigvijaysinhG
@iDigvijaysinhG 16 күн бұрын
Hey, I am back. I doubt that we could use the "calculated normals" to get outlines. However, one could create custom normal maps that might create an illusion of extruded edges or even texture maps to have borders with different colours. The problem with that is, first of all you have to meticulously create the maps in external DCC tools and they will be the local space effects. Outlines won't rotate when you change the camera angles. Apart from that I noticed that you want outlines "in" objects, here the outlines extrude from the shapes, but you could flip the order of subtractions and you could get outlines within the shape.
@ttakuyaki
@ttakuyaki 16 күн бұрын
@ hey ! I see, it seems a bit too advanced for me at the moment unfortunately !😭 I'm about to start your tutorial on Godot outlines to see in which engine I'm getting the best results ! Thanks again for the time you spent to answer mu comments buddy ! And keep up the good work, you make amazing tutorials !!
@ttakuyaki
@ttakuyaki 16 күн бұрын
When I started Blender it was also a bit of a tutorial-hell, but after following a tutorial, then messing with the things your copied, and redoing the full thing yourself a few times later, it sticks the best. Even though game dev is way harder, I think the same approach could work. Find some tutorials about every topics, follow them, mess around, then re-do them until you mastered everything.
@iDigvijaysinhG
@iDigvijaysinhG 16 күн бұрын
Yup, that approach will work 100%, I have done that at my Blender journey way back. Works the same on game dev as well. One might feel a little overwhelmed due to programming involved but once everything clicks, it will be a lot smoother. And I strongly believe that things click faster when you mess around on your own. 100% of times. PS: I have read your other comment on outline video, but I will respond a little bit later. Currently I am half asleep and I am sure I will miss some technical details if I respond right now. Thanks for binge watching by the way.
@ttakuyaki
@ttakuyaki 16 күн бұрын
@ don't worry and take your time ! It's already very kind of you to answer !
@Seb00lean
@Seb00lean 18 күн бұрын
Do you prefer to use Shader Graph or writing HLSL? Im thinking the more complex a shader gets the more nodes will get in the way of grasping and debugging.
@iDigvijaysinhG
@iDigvijaysinhG 18 күн бұрын
For my personal projects, in unity most of the time I could get away with the shader graph. I only wrote shaders that were more complex to pull off using shader graph (effects with loops). In Godot however I always wrote them, visual shader is still not good enough for me. In professional projects however, I used to convert graphs(from others) in HLSL to optimise stuff.
@thisisgood44
@thisisgood44 20 күн бұрын
thanks, this video is a great start of using the visual shader
@ashharkausar413
@ashharkausar413 21 күн бұрын
Worked like a charm, ty!
@iDigvijaysinhG
@iDigvijaysinhG 21 күн бұрын
You're welcome!
@SpockBauru
@SpockBauru 21 күн бұрын
Just remember that there's a small cost on passing varyings from the vertex to the fragment processor due the interpolation process. This means that you may want to let complex calculations like matrix math for varyings while simple stuff like one multiplication is cheaper on the fragment processor. As the docs says: To send data from the vertex to the fragment (or light) processor function, varyings are used. They are set for every primitive vertex in the vertex processor, and the VALUE IS INTERPOLATED FOR EVERY PIXEL in the fragment processor.
@drokles
@drokles 23 күн бұрын
Hey man, cool video. Quick question, why do you append ints to the push_constants which is a PackedFloat32Array?
@iDigvijaysinhG
@iDigvijaysinhG 22 күн бұрын
Hey, I have created size as integer vector because pixels won't going to be floats, however to dispatch that to my compute shader, I can only pass it via PackedFloat32[]. There is no extra reasoning behind it, you can use size as "vector2" instead of "vector2i"
@CinnnAmonnBun
@CinnnAmonnBun 23 күн бұрын
Plzz make more of these. The way you explain things, it's so much easier to understand. 🙏
@iDigvijaysinhG
@iDigvijaysinhG 2 күн бұрын
I will try my best to create more beginner friendly content, thanks for the kind words 🙏!
@indrexwolf
@indrexwolf 23 күн бұрын
Thank you very much, so helpfull.
@shubhanshsrivastava3151
@shubhanshsrivastava3151 23 күн бұрын
is there any other method to create fog in specific area without using any code?
@iDigvijaysinhG
@iDigvijaysinhG 23 күн бұрын
Yes, this should guide you through docs.godotengine.org/en/stable/tutorials/3d/volumetric_fog.html
@pij_7169
@pij_7169 24 күн бұрын
I'm having an issue where my shader is not applying when I select the OutlineMat
@iDigvijaysinhG
@iDigvijaysinhG 24 күн бұрын
Are you having an issue applying the material on full screen render feature?
@Seb00lean
@Seb00lean 25 күн бұрын
I like the content on your channel, keep it up! Will you only be covering Material Graph or custom writing in a shader language like HLSL too?
@iDigvijaysinhG
@iDigvijaysinhG 25 күн бұрын
I have plans to cover both if there is an interest in Unreal from audience.
@Sproute-RL
@Sproute-RL 28 күн бұрын
Actually good, nice :D
@iDigvijaysinhG
@iDigvijaysinhG 28 күн бұрын
Thanks
@ofekdavid1757
@ofekdavid1757 29 күн бұрын
the outlines don't match with the game camera, if i make the thickness more thick I can see it but in the scene camera the object are filled with the outline so i can't see textures and etc..
@iDigvijaysinhG
@iDigvijaysinhG 29 күн бұрын
Hey, This discrepancy may occur due to different far clip values for your actual game camera and viewport. You can adjust the far clip value of viewport like I did at 2:18, for the game, just adjust the value in the inspector.
@ofekdavid1757
@ofekdavid1757 28 күн бұрын
​@@iDigvijaysinhG thanks for your response! I've succeeded to found another solution. It appears that the outcome is not dependent on the far/near clip setting. If you'd like, I can send you the shader. there's two options for the shader, one shows only outline shapes, while the other shows the outline and outlines from the textures so it's like in between outlines.
@iDigvijaysinhG
@iDigvijaysinhG 26 күн бұрын
@@ofekdavid1757 I would love to take a look.
@jucaduarte2575
@jucaduarte2575 Ай бұрын
There`s an way to apply different colors to different objects?
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
No, not with this approach.
@Emo_Power
@Emo_Power Ай бұрын
The big problem with these stars is that either with noise or Voronoi, the stars are too small, whenever the camera moves it's jittery and painful to the eye. I don't know how to cleanly make the stars bigger; it seems like the solution is to just use a texture.
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Hey, Yes the texture would work nicely. However if you want to control the star size, maybe use Voronoi, plug it into smoothstep and make sure to use a bigger value in Edge1 and samller in Edge2. The obvious drawback of that is you would get just dots as stars. There are also other ways to create procedural stars but it's more complicated and you have to write the shader to tackle that. For inspiration you can check out the "starfield" video, it is using Godot but the logic will remain the same.
@explosivo3065
@explosivo3065 Ай бұрын
Glad to have you back on Unity! I've learn so much from your videos!
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Thanks, I am going to try and cover shaders on the big 3, at least that's the plan.
@willd5932
@willd5932 Ай бұрын
Good Advice
@GuilhermeSilva-pt8zo
@GuilhermeSilva-pt8zo Ай бұрын
bro you're the goat
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Thank you!
@wildlachsgames
@wildlachsgames Ай бұрын
Honestly, it feels like your channel is extremely underrated. I do, at least that's what I think, recognize an expert when I see one. Like you. Unfortunately, cosmic roads is only available for Windows, not Linux. Well, I might buy it anyways, just to support you. Following this channel since march of this year, and I'm always curious what you'll come up with next. In case you are looking for a hot topic: Global and per-instance uniforms are also very underrated. I just finished adding a weather system (wind, wetness) to my game using global uniforms. You're just a cool guy. Wish you the best, much love from germany!
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Thank you for your awesome support ❤️
@baophan5921
@baophan5921 Ай бұрын
Greatest advice
@deedeeandfamily8678
@deedeeandfamily8678 Ай бұрын
Doesn’t work for weapons for me. Idk what’s going on 😞
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Hey, Sorry to hear that, this was before the Anniversary edition so they might have changed or broke something. It is Bethesda after all.
@indiesslice
@indiesslice Ай бұрын
Do you have a Discord or any place to chat with you aside from comments?
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Hey, You can DM me on Socials, links on my profile page. Reddit as well u/DigvijaysinhG.
@owenlloyd2528
@owenlloyd2528 Ай бұрын
You are good.
@millerbyte
@millerbyte Ай бұрын
Valuable advice, as always. But what if I'm in "watching videos about escaping tutorial hell"-hell?
@owenlloyd2528
@owenlloyd2528 Ай бұрын
lol
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
😅
@psyantologist
@psyantologist Ай бұрын
stay off of the computer for a week and use pencil and paper to write and sketch down ideas ;)
@cubeflinger
@cubeflinger Ай бұрын
Thanks. Works great.
@ezzie_baby
@ezzie_baby Ай бұрын
thank you so much for this!!
@nutellaj1778
@nutellaj1778 Ай бұрын
hi, thx for the tutorial! How can I animate this effect to appear and disappear whenever i need?
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Hey, You could use a Time node. Multiply it with some number to control the speed. Feed the output to Sin node, you will have value that will ping pong between -1 to 1, now we need to remap it to only go from 0 to 1. There are bunch of waves to do that like just feed it to Fraction node. Multiply it with Power node at 5:56 and feed that output instead to alpha.
@kokoswagpants
@kokoswagpants Ай бұрын
You are a legend bro thank you so much.
@iDigvijaysinhG
@iDigvijaysinhG Ай бұрын
Thanks