Shader Based Holes (Quick Tutorial in Godot 4)

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Күн бұрын

Пікірлер: 12
@jupiterbjy
@jupiterbjy 4 ай бұрын
Bunny was never as dramatic, amazing
@nick12791
@nick12791 Жыл бұрын
Thank you for this tutorial so interesting and informative, was waiting for this for a long time!
@preator_vallum6377
@preator_vallum6377 4 ай бұрын
Did you improve the efficiency or is this the same thing in the other video? If it's not updated, are you planning to continue working on this and stuff like it? Very cool stuff man.
@gonderage
@gonderage 8 ай бұрын
1:41 That part on getting the distance between the fragment position and intersection is pretty hard to understand. did you get this from somewhere else?
@reasonnotfound
@reasonnotfound 8 ай бұрын
It's based on plane equation and pythagoras I think. I solved it a long time ago so I don't remember the exact solution.
@friendlyfox2189
@friendlyfox2189 Жыл бұрын
Thanks!!!❤❤❤
@kextex
@kextex Жыл бұрын
Cool
@reasonnotfound
@reasonnotfound Жыл бұрын
;)
@catafest
@catafest 7 ай бұрын
I try to manage this shader with MeshInstance3D and CSGBox3D, but not that mesh rabbit, and not work. You say about performance but I think can be used as a tool in the game. I saw that glow in the Wolfenstein game on a laser gun tool. Any idea why this shader did not work with default objects on Godot v4.3.dev1.official [9d1cbab1c] ?
@kira.herself
@kira.herself 4 ай бұрын
how would I feed a raycast intersection into it? by updating the shader params dynamically?
@reasonnotfound
@reasonnotfound 4 ай бұрын
Yes, you can feed in start and end points.
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