One word: YESSSSSSS I've been searching for visual shaders tutorials for like months Thank you gdquest
@marcosroberto35765 жыл бұрын
Oh my god. Yes!!!! MORE OF THIS, PLEASEEEEE!!!!
@pm12345 жыл бұрын
Thanks, I didn't know it was so easy on Godot. Next tutorial, convert Blender to Godot shader :)
@0.Andi.04 жыл бұрын
That would be great
@soapspangledgames24444 жыл бұрын
This is an excellent beginner's tutorial. It's clear, concise, and easy to follow and duplicate.
@hardcoding_gamesКүн бұрын
this still works on godot 4.3 thank you so much, it is amazing!
@TheOneWhoHasWallnuts Жыл бұрын
thanks a ton this is the only resource i could find explaining how to get noise into the visual shading editor
@toddbozeman35878 ай бұрын
Hey Guys if your in Godot 4.2, I needed to set the shader flag to Alpha to coverage to checked, otherwise I would a very light left over emission of the color used to highlight after the disappearing edges.
@selgesel4 жыл бұрын
Wow, so concise and well explained that it's way better than anything I've recently watched on the subject.
@tommiemartin15965 жыл бұрын
Very cool. Would be nice if you could see what this looks like as code as you go. Would make it easier to translate code based shaders, get ideas from sources such as shadertoy, etc.
@BetaTester7045 жыл бұрын
Im so happy you made this I have been looking for a way to do this in godot for close to a month now with no success.
@LucasPossatti5 жыл бұрын
Very impressive effect. And the tutorial is so concise and complete. Thank you very much!
@MattiasHolmgren5 жыл бұрын
Excellent tutorial, love the development of Godot! Really interesting engine!
@hidemat51415 жыл бұрын
Nice. Thanks so much. Plz make more visual shader tuts! These are great.
@NycroLP3 жыл бұрын
kinda wish all the shaders for tutorial purposes were made this way. It's way easier to learn from this than from code.
@Gdquest3 жыл бұрын
This is code! It's mostly visual. One issue is Godot's visual shader editor is a bit slow to use. So for a simple shader like this one it's fine but imagine that this whole graph is just for maybe 3 lines of written code. So it doesn't make for great videos. Also, the output code from the shader graph isn't optimized so for a complex shader you'll want to rewrite it into something that runs fast.
@ekaterinavalinakova26433 жыл бұрын
What you just saw in the video is what we'd call "Visual Scripting", which is a type of computer programming. There are instances where it's easier to code it the normal way. But for shaders, I find visual scripting to be easier on people with not a lot of computer programming experience. You can think of visual scripting as auto complete on steroids since behind each node there is quite a lot of code behind it. I believe in 4.0, they are going to be optimizing shaders so maybe the output code for 4.0 maybe will be optimized enough. Don't know though, someone should do a bench test on this.
@skrypciarz59745 жыл бұрын
Thanks for the clear explanation. I have just made it and the effect is awesome.
@chonkusdonkus5 жыл бұрын
Thanks, the timing on this is literally perfect
@hishamsayd99095 жыл бұрын
Was waiting for this! Thank you so much!
@smilodon93495 жыл бұрын
Great tutorial. i hope you do a complete series on visual shader
@tobia885 жыл бұрын
Custom Post Processing Effects Please~
@Speed-TV Жыл бұрын
Thank you for this amazing tutorial!
@jlewwis19955 жыл бұрын
What is the performance like between visual shaders and normal written shaders? Are they the same/similar or is there a noticable difference
@BartoszBielecki3 жыл бұрын
The whole node tree is converted to a single shader (that you can of course preview) and basing on the relatively simple nodes, you can easily imagine that everything will be collapsed to simple code blocks which will be as efficient as the tree itself. Sure, in some cases you might do some tricks to optimize here and there, but I doubt you can much better.
@ekaterinavalinakova26433 жыл бұрын
From what I've read, the core team in Godot will be making even more optimization changes to the shaders, so I doubt we would get a substantial boost in performance by doing shaders the normal way by coding it manually by ourselves in 4.0. I'm not even sure if you would get much performance gains by coding it manually today. Maybe someone should do a test. But even if there is no noticeable difference in speed, still worth learning to learn to write shaders. Since you may want to make your own custom nodes or modify existing ones, having the knowledge to write shaders goes a very long way.
@lukostello4 жыл бұрын
ok but how do you tie it in to your object? I imagine the object would have a var dissolve which would replace the time in this example.
@jlewis_yt5 жыл бұрын
When clamping the value of the time sin wouldn't it be better performancewise to take the absolute value instead of dividing and adding? The absolute value of a sin will always be between 0 and 1
@Carkoon5 жыл бұрын
Interesting and easy to follow. More would be great.
@firezacerick4 жыл бұрын
Amazing tutorial! Can you, pls, show how to use the uniform at the visual shader to import GDScropt variables? I can't find it in anywhere. :/
@mayronen96432 жыл бұрын
how do I get the Shader Material preview there in the top right. (I'm using Godot 3.4.3)
@ZoidbergForPresident5 жыл бұрын
That's really nice for most Game Engine to implement graphical creation of shaders. Shader languages may be hard to grasp and even to read so this helps a lot. (I guess, because I don't program shaders :P) For the "magic numbers" and the emission colour, I guess it's possible to make them parameters of the shader? Or at least it's planned to?
@Tdoshok5 жыл бұрын
That's just pure awesome! - Yann
@Cosmozaure5 жыл бұрын
Great tuto ! Thanks a lot
@andrewmartin86124 жыл бұрын
Great tutorial, thanks.
@mrgamerkingdonb39314 жыл бұрын
Nice tutorial man
@Bananeisafree5 жыл бұрын
Yeah no ... As far as I'm concerned, all of that is just black magic. (Thank you for your videos and hard work !)
@stevo7288224 жыл бұрын
Shaders scare the life out of me. It's like learning the Dark Arts. But I appreciate the visual shader toolset.
@pvpworld3 жыл бұрын
Now if i want to activate this effect with code, how would i do that? i need to add a ScalarUniform in the visual shader right? but where do i add it?
@ravanin5 жыл бұрын
please help how do i make it stay visible after materializing, I used time only but it looks weir
@rudrakpatra65794 жыл бұрын
how can I use visual shader editor to create a smooth 2d polygon by decreasing alpha at the edges>>>>please help
@neodream13795 жыл бұрын
Thank you soooo much! This is amazing. Could you please do a detailed tutorial about visual scripting (call methods... ) ?
@Gdquest5 жыл бұрын
Guilherme is working on an intro tutorial now
@qubitx644 жыл бұрын
hats off
@dookiexfilms5 жыл бұрын
Noob question about shaders: the effect shown here seems to be repeating forever. Is it possible to switch the regular shader of an object for this one as a sort of transition effect? Or is that not performance friendly?
@avgchoobafan5 жыл бұрын
Try changing the Sin function with a float, so you can control it
@nikhilkadiyan48475 жыл бұрын
Cant we just use he abs scalar function to give absolute(modulus) values of sin? 3:50
@Lumpiluk5 жыл бұрын
Wouldn't that make the transition less smooth and result in a higher average value over time than sin(x)/2+.5 because there's a non-zero slope whenever the sine transitions from positive to negative and vice versa?
@Lumpiluk5 жыл бұрын
sin(x) mod 1 (is that what you were thinking of?) would abruptly jump from black to white: www.wolframalpha.com/input/?i=sin(x)+mod+1
@petertarany23134 жыл бұрын
Hi, how would you add a shader effect (like this) only when an enemy dies or spawns? would you change the shader of the object at runtime?
@petertarany23134 жыл бұрын
For those wondering: just change the time input to a shader parameter scalar (ScalarUniform) and then you can change that property in code, animate it, etc
@pvpworld3 жыл бұрын
@@petertarany2313 I'm having trouble with this, i want to use this as a death effect but don't understand how to apply it in code with ScalarUniform
@Thkaal5 жыл бұрын
is there no way to use nodes to make perlin?
@reversamente4 жыл бұрын
how can i add this shader to a 2d img/sprite?
@BuiLderBroz5 жыл бұрын
More tutorials plz
@DarkeyPro5 жыл бұрын
can you make a custom node with this
@andrewdavid3085 жыл бұрын
where can I learn shader development?
@arturkarlov30005 жыл бұрын
this is crazy cool! a stupid question: is it possible to export the cycles node trees from Blender into Godot?
@avgchoobafan5 жыл бұрын
You can't, but try to convert it by searching the nodes with same function in godot
@josephbrandenburg43735 жыл бұрын
I think there is basic support for Principled BSDF in gltf expprter... not sure though.
@ekaterinavalinakova26433 жыл бұрын
The way to do this would be by trying to imitate what you created in blender but with godot shader nodes (both core and addons). I'm currently in the process of trying to figure it out, starting with planet textures. In terms of performance, it is several times faster than blender eevee for a similar amount of shader details, so trying to make a procedural game in blender game engine wouldn't be a good direction, trying to recreate the node tree in godot would be. This is especially true of you like permissive licenses and dislike GPL. I will upload a tutorial on this when I'm done.
@ghostwarrior-ni1xb2 жыл бұрын
how to duplicate shader nodes
@kgaming75993 жыл бұрын
10:37 No... They're Vector2??
@Wisdawms11 ай бұрын
each operator is a Vector3
@chiboreache5 жыл бұрын
Visual nodes are definitely needs some padding around as well as scale and free space to the colored labels, it even more obvious in Visual Scripting graph, it's just harmful for eyes and this tinkering with option menu looks a little annoying, it would be better to have dedicated buttons for a such important things, or even better - to have opportunity creating noise texture inside shader editor and yeah, you can also use tangent /watch?v=hQ_FAnZ-4-c ;-)