🔥 GET THE SOURCE FILES ►► www.patreon.com/StayAtHomeDev_
@TheFilipFonkyАй бұрын
Would be nice if you linked to the actual source files, instead of forcing me to look through all your recent posts on your patreon page... EDIT: It's not even there anymore apparently. I can't find it.
@SteeledTV11 ай бұрын
I'm a big cel-shaded fan. This looks great and gets the mind churning. I'll need to play around with it a bit. Thanks!
@The-Stickman-named-Woody8 ай бұрын
Wow! Thanks. This is a very useful 2D shading effect for making 2D style in the 3D world. Glad that there's someone able to take the time for showing and making this type of effect.
@shibii11 ай бұрын
You made me understand in few minutes what I struggled for eons 😂 nice work!
@joannatruman4 ай бұрын
Really incredible tutorial. Thank you for explaining what these things mean and why you are doing what you're doing, not just showing how to do it!
@activemotionpictures6 ай бұрын
Wonderful presentation! TSM for breaking this down one step at the time. Clear and concise.
@sibel92725 ай бұрын
A nitpick I have when it comes to cel shading discussion is when people say borderlands has cel shading. It doesn't, it just has outlines. Notice how the shadows have gradation. In fact, wind waker doesn't have outlines.
@relvean562611 ай бұрын
Yeah, but what kind of cell? prokaryotic or eukaryotic? Ok, that was my worst pun yet, I'll go back in my cell.
@AirmanCS11 ай бұрын
Awesome, I'm very unfamiliar with shaders in godot and this is a very basic one as well as a very cool one. Great for a first try at shaders
@stayathomedev11 ай бұрын
Glad it was helpful!
@TetanusSnowfall2 ай бұрын
Whoa, this was way easier than I thought it'd be.
@TheOneAndOnlySecrest5 ай бұрын
Thx for the tutorial. Do you know if there is an option to do this for ALL meshes do I have to do these adjustments to every single matertial?
@MrGarfi11 ай бұрын
Didn’t understand a thing, but it looked cool 😂
@MidoZZX10 ай бұрын
Yeah exactly.. I didn't even notice the difference at the start of the video.. I'm starting to get worried about trying to learn game dev 😅
@NexusBaum11 ай бұрын
this is nothing less than awesome! thank you SO much! 🙏🙏🙏🙏🙏🙏🙏
@thefufuu31577 ай бұрын
a lil addition to play with ... i agree that the fresnel makes it more pop but in some cases it just looks weird ( to me atleast ) and also for ortho graphic it dosnt have quite the effect ... under your uniform sampler2 color_gradient and fresnel_gradient add an uniform float fresnel_multi/amount; and change: ALBEDO = albedo(_tex).rgb +(basic_fresnel * texture(fresnel_gradient, vec2(basic_fresnel,0.0)).rgb * 1.0); into ALBEDO = albedo(_tex).rgb +(basic_fresnel * texture(fresnel_gradient, vec2(basic_fresnel,0.0)).rgb * fresnel_multi); you can also clamp it but this should work fine now you can adjust your fresnel effect in your editor and see what works best the albedo_tex suffix is only for when you use a texture for your model and not the albedo color
@GeneralChrisGaming7 ай бұрын
I got it working which is kinda shocking ngl 😂 but how do i prevent it from overriding my textures of the character. If i place it in the normal material spot placeing textures on the override material will well override the shader and the other way round i just get my textures with no shader
@9livesK97 ай бұрын
So, I get the code, but how do you apply this to a 3D model? Like a 3D Model similar to the Godot model that has a skeleton and animation and all, where do you drop in the shader? Do you throw it onto all the mesh instances every time, or can it be applied to a 3D camera? Sorry if this sounds stupid, but I'm entirely new to 3D, even though I've used Godot for a while now.
@pikminfreak001110 ай бұрын
I implemented the same general idea, but I used a visual shader. It works for the most part, except it doesn't work with multiple light sources for some reason. It just 'snaps' to the nearest light. The logic should be the same, is there something missing that can't be done in a visual shader?
@ogpandamonium11 ай бұрын
Do you have to apply this material to every object for a full cel shaded hame though?
@DiegoSynth10 ай бұрын
yes
@Alien__Logic3 ай бұрын
Hey, I definitely appreciate the video, and you've explained what you're doing to get the cel-shaded effect. But could you explain how you added it to the Gobot model? I imported your project and it looks like you created an entirely new material for it? I'm just not sure of the process here.
@thomasdavies-jones43789 ай бұрын
For some reason this is breaking when using directional light? Do you know why this might be?
@weentermakesgames7594 ай бұрын
I can't use my own textures in albedo? How does this work?
@jaye66124 күн бұрын
but is this this stil lapplicable in 4.3+ ?
@v44n710 ай бұрын
It is okay if I copy the code from the video? or there is something else missing just for patron? thanks for the video!
@stayathomedev10 ай бұрын
It's the same!
@v44n710 ай бұрын
@@stayathomedev thanks so much!
@foxidgamedev10 ай бұрын
Thank your very much for sharing! It makes my upcoming game next week so gorgeous!! 🔥
@ekagaurangadas11 ай бұрын
Can you do this with a Visual Shader editor like VisualShader, Shader-Lib, etc.?
@Deozaan9 ай бұрын
0:39 Wait, did you say "Go-bot"? Isn't it pronounced "Gob-oh"? 😏
@noirlavender64098 ай бұрын
When I convert my material with texture to shader it ruins itself and no longer displays the texture, help.
@thefufuu31577 ай бұрын
ok took 20 min but easy fix .... change : ALBEDO = albedo.rgb +(basic_fresnel * texture(fresnel_gradient, vec2(basic_fresnel,0.0)).rgb * 1.0); into ALBEDO = albedo_tex.rgb +(basic_fresnel * texture(fresnel_gradient, vec2(basic_fresnel,0.0)).rgb * 1.0); you see in the fragment shader you have a slot for the albedo_tex but in your ALBEDO you use just the albedo function not the albedo_tex cheers
@KamiSanzo5 ай бұрын
@@thefufuu3157 thanks this worked for me
@qeysnasir78452 ай бұрын
You said even a child could do it and i cant do it that means im mature 😅
@TheLonelyme183 ай бұрын
I'll be honest. Kind of annoying having to go through all of this with coding and not materials. Also starting to feel like this does not work globally but for specific materials or meshes. I know in Unity and Unreal Engine; they have these things called blueprints that they can affect all of the scenes to have cell shading. I wonder if this is possible for Godot.
@stayathomedev3 ай бұрын
It is possible! I just didn't create that for the video
@TheLonelyme183 ай бұрын
@@stayathomedev Wonderful. Thanks, mate. (I'm still learning about Godot Lol)