Godot Cel-Shading in 5 Mins

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StayAtHomeDev

StayAtHomeDev

Күн бұрын

Пікірлер: 43
@stayathomedev
@stayathomedev 11 ай бұрын
🔥 GET THE SOURCE FILES ►► www.patreon.com/StayAtHomeDev_
@TheFilipFonky
@TheFilipFonky Ай 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.
@SteeledTV
@SteeledTV 11 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-Woody
@The-Stickman-named-Woody 8 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.
@shibii
@shibii 11 ай бұрын
You made me understand in few minutes what I struggled for eons 😂 nice work!
@joannatruman
@joannatruman 4 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!
@activemotionpictures
@activemotionpictures 6 ай бұрын
Wonderful presentation! TSM for breaking this down one step at the time. Clear and concise.
@sibel9272
@sibel9272 5 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.
@relvean5626
@relvean5626 11 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.
@AirmanCS
@AirmanCS 11 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
@stayathomedev
@stayathomedev 11 ай бұрын
Glad it was helpful!
@TetanusSnowfall
@TetanusSnowfall 2 ай бұрын
Whoa, this was way easier than I thought it'd be.
@TheOneAndOnlySecrest
@TheOneAndOnlySecrest 5 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?
@MrGarfi
@MrGarfi 11 ай бұрын
Didn’t understand a thing, but it looked cool 😂
@MidoZZX
@MidoZZX 10 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 😅
@NexusBaum
@NexusBaum 11 ай бұрын
this is nothing less than awesome! thank you SO much! 🙏🙏🙏🙏🙏🙏🙏
@thefufuu3157
@thefufuu3157 7 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
@GeneralChrisGaming
@GeneralChrisGaming 7 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
@9livesK9
@9livesK9 7 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.
@pikminfreak0011
@pikminfreak0011 10 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?
@ogpandamonium
@ogpandamonium 11 ай бұрын
Do you have to apply this material to every object for a full cel shaded hame though?
@DiegoSynth
@DiegoSynth 10 ай бұрын
yes
@Alien__Logic
@Alien__Logic 3 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-jones4378
@thomasdavies-jones4378 9 ай бұрын
For some reason this is breaking when using directional light? Do you know why this might be?
@weentermakesgames759
@weentermakesgames759 4 ай бұрын
I can't use my own textures in albedo? How does this work?
@jaye6612
@jaye6612 4 күн бұрын
but is this this stil lapplicable in 4.3+ ?
@v44n7
@v44n7 10 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!
@stayathomedev
@stayathomedev 10 ай бұрын
It's the same!
@v44n7
@v44n7 10 ай бұрын
@@stayathomedev thanks so much!
@foxidgamedev
@foxidgamedev 10 ай бұрын
Thank your very much for sharing! It makes my upcoming game next week so gorgeous!! 🔥
@ekagaurangadas
@ekagaurangadas 11 ай бұрын
Can you do this with a Visual Shader editor like VisualShader, Shader-Lib, etc.?
@Deozaan
@Deozaan 9 ай бұрын
0:39 Wait, did you say "Go-bot"? Isn't it pronounced "Gob-oh"? 😏
@noirlavender6409
@noirlavender6409 8 ай бұрын
When I convert my material with texture to shader it ruins itself and no longer displays the texture, help.
@thefufuu3157
@thefufuu3157 7 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
@KamiSanzo
@KamiSanzo 5 ай бұрын
​@@thefufuu3157 thanks this worked for me
@qeysnasir7845
@qeysnasir7845 2 ай бұрын
You said even a child could do it and i cant do it that means im mature 😅
@TheLonelyme18
@TheLonelyme18 3 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.
@stayathomedev
@stayathomedev 3 ай бұрын
It is possible! I just didn't create that for the video
@TheLonelyme18
@TheLonelyme18 3 ай бұрын
@@stayathomedev Wonderful. Thanks, mate. (I'm still learning about Godot Lol)
@Pakrohk
@Pakrohk 3 ай бұрын
buty
@carljohnson4592
@carljohnson4592 11 ай бұрын
No difference bro
@pipeliner8969
@pipeliner8969 11 ай бұрын
look at the shadows
@fartmerchant
@fartmerchant 11 ай бұрын
bro is blind
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