Thanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.
Yes, you are right. Fixed.
Assemble your objects from smaller, independent 3D meshes, which you can control separately after destroying an enemy. That’s how I do it in my space shooter game.
Heh, thank you. 😎
Thanks!
Thanks!
Well, Godot is a lightweight engine, so it doesn’t have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can’t be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.
If you want to learn about Godot shaders, you can try these video tutorials.
Thank you! 😎
Thank you! 😎
I think that section is just automatically fetched from the YouTube video description, and ignores line breaks. Here’s the correct URL: https://filiprachunek.gumroad.com/l/godot4
Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.
Like this:
vec2 drop_layer(vec2 uv, float time) { vec2 grid = vec2(grid_x, grid_y); vec2 drop_uv = fract(uv * grid); drop_uv = 2.0 * drop_uv - 1.0; vec2 drop_size = drop_uv / grid; return drop_size; }