Godot 4: Vertical drops shader (one more rain tutorial)

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FencerDevLog

FencerDevLog

Күн бұрын

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Hello everyone! We already have one rain shader, so why not add another one? This time it will be based on a slightly more complex algorithm, but it will allow for much more customization and won't suffer from visual artifacts. Let's get to it.

Пікірлер: 18
@Kry0000
@Kry0000 25 күн бұрын
Thanks for sharing this information. It was easy to follow along and it looks very nice.
@FencerDevLog
@FencerDevLog 25 күн бұрын
Glad to hear that, thank you. 😎
@nikolastanojevic6082
@nikolastanojevic6082 26 күн бұрын
Congratulations for the game release, standing ovation 👏
@FencerDevLog
@FencerDevLog 26 күн бұрын
Thank you very much. 😎
@Badral-Din_S
@Badral-Din_S Ай бұрын
PERFECT RESOURCES FOR THE DEVELOPERS
@FencerDevLog
@FencerDevLog Ай бұрын
Thank you! So are the books. 😎 filiprachunek.gumroad.com
@skyattraction7695
@skyattraction7695 27 күн бұрын
Thanks for the video! I made background here transparent using the code from your previous tutorial: COLOR = texture(TEXTURE, UV); if (drop > threshold) { COLOR += vec4(color * drop, 1.0); }
@FencerDevLog
@FencerDevLog 27 күн бұрын
Nice! And you are welcome. 😎
@NastroStudios
@NastroStudios 25 күн бұрын
Amazing Videos, Keep up the great work! Subscribed :)
@FencerDevLog
@FencerDevLog 25 күн бұрын
Thanks!
@dangerousmindgames
@dangerousmindgames Ай бұрын
Hey! Thanks for sharing your youtube! Good stuff
@FencerDevLog
@FencerDevLog Ай бұрын
Hey, you are welcome!
@flaviopsilva_
@flaviopsilva_ 29 күн бұрын
good video
@FencerDevLog
@FencerDevLog 29 күн бұрын
Thank you!
@aresnir2725
@aresnir2725 Ай бұрын
Good tutorial. But would not it be easier and more convenient to use particles instead?
@FencerDevLog
@FencerDevLog Ай бұрын
Thank you! Yes, it would probably be simpler. But a shader is also an interesting solution and someone might prefer it over particles. We have the particle rain here: kzbin.info/www/bejne/fmW2i5l5i6ido5o
@Sergio_dev
@Sergio_dev 18 күн бұрын
thanks but how i can delete the black background to see just the rain and the game in background
@FencerDevLog
@FencerDevLog 16 күн бұрын
Hi, it's simple. Just add one more uniform parameter: uniform float alpha_threshold: hint_range(0.0, 1.0, 0.01) = 0.5; Then change the last line of the fragment function to this: COLOR = vec4(color * drop, drop < alpha_threshold ? 0.0 : 1.0); And you can finetune the threshold value in the Inspector to get the best result. I think that the effect looks pretty good with 0.5.
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