This is beautiful, and quite flexible. I'm definitely poring over the shader code to see how each little bit works, but I'm really thankful you made this video as an intro into the more relevant parameters.
0:00 Intro/Showcase 0:23 Shader Code Setup 1:33 Day Shader Setup Parameters 5:30 Night Shader Setup Parameters 7:39 Day & Night Cycle Animation 11:42 Tangent on Previous Problems 13:32 Outro btw awesome video bro! I was abit confused with, why do you need to save the day and night scene separately if at animation we ended up keying only on 1 scene? is it only for backup or testing purposes?
Do you think I should add timestamps to all videos? I've skipped on doing so because they are already short, and I've been lazy, but I guess it's good when there's a specific part you want to watch so you can skip to that?
@@CrowGamesDev Sorry really late reply, UA-cam doesn't send notifications without the @ tag. Timestamp is good imo, people generally watching tutorial multiple times(either bc circumstances or they also practice live little by little), so having timestamp makes viewers easy to navigate.
I have fork this shader and rewrote shader to support day and night cycle. If as possible I can release repo for open source on github and godot shader
@@CrowGamesDev thank you, its very cartoony/dreamy and looks like something straight out of a dreamworks movie or game, i'll keep you updated on the thing if you'd like to see what it's being used for
okay, nevermind i realized its only my volumetric fog affecting the sky. i've written some new stuff into the shader that give modularity to the stars, where they can spawn, minor hue alteration and their lifetime so they can pulse like default or just stay static
This is beautiful, and quite flexible. I'm definitely poring over the shader code to see how each little bit works, but I'm really thankful you made this video as an intro into the more relevant parameters.
It is beautiful. Glad shedding a light on this was helpful. Best of luck!
Thanks so much! Now my ugly sky looks nice!
Cant believe this is possible
0:00 Intro/Showcase
0:23 Shader Code Setup
1:33 Day Shader Setup Parameters
5:30 Night Shader Setup Parameters
7:39 Day & Night Cycle Animation
11:42 Tangent on Previous Problems
13:32 Outro
btw awesome video bro!
I was abit confused with, why do you need to save the day and night scene separately if at animation we ended up keying only on 1 scene? is it only for backup or testing purposes?
You don't need to, but if you experience that the sky is black, then that fixes it. Also, thanks for the timestamps!
@@CrowGamesDev your welcome bro!
I see gotcha, thanks for the tutorial!
Do you think I should add timestamps to all videos? I've skipped on doing so because they are already short, and I've been lazy, but I guess it's good when there's a specific part you want to watch so you can skip to that?
@@CrowGamesDev Sorry really late reply, UA-cam doesn't send notifications without the @ tag. Timestamp is good imo, people generally watching tutorial multiple times(either bc circumstances or they also practice live little by little), so having timestamp makes viewers easy to navigate.
I have fork this shader and rewrote shader to support day and night cycle. If as possible I can release repo for open source on github and godot shader
That's cool good work!
hey! do you mind if i use this, or parts of this sky shader code in my game?
You can use it for anything you want!
@@CrowGamesDev thank you, its very cartoony/dreamy and looks like something straight out of a dreamworks movie or game, i'll keep you updated on the thing if you'd like to see what it's being used for
@@CrowGamesDev also i have a slight issue, the clouds are pitch black on my end for some reason no matter the settings
okay, nevermind i realized its only my volumetric fog affecting the sky. i've written some new stuff into the shader that give modularity to the stars, where they can spawn, minor hue alteration and their lifetime so they can pulse like default or just stay static