You don't even know how much you doing for godot community by making godot shader tutorials, me and probably many other godot devs are really thankful for you. Thanks a lot!❤
for packing 3 grayscale textures into one rgb in affinity (and i assume photoshop), in 3 groups, multiply with a pure single channel rectangle, then set each group to add blend mode over a black background. also affinity photo’s procedural texture effect (which kinda is made worse by not having easy ways to save equations) can generate textures with 1, 2, or 3 colors from pure math. supposedly it should be able to define functions and variables to split it up into multiple statements but i couldn’t get that to work so i put it in one statement per channel. i used it to create some channel packed gradient and random sines i used in a muzzle flash effect, although from what i used, i could’ve just exported one grayscale image.
Thanks for sharing the secret knowledge with us! For backface colors, wouldn't it be easier to just do "float(FRONT_FACING)"? I'd assume that this internal conversion is more efficient that an if statement or the calculations done in the video.
This might be a little late, but you can just use a boolean in a shader as an integer with value 0 or 1, so you dont have to jump through the hoop of all that extra calculation. So: finalCol = lerp(backCol, frontCol, FRONT_FACING); would do the trick. Otherwise, why would Godot supply us with the value FRONT_FACING if we weren't allowed to use it? ;) On another note, using if statements in shaders is frowned upon, yes, because they conflict with the parallel nature of shaders. But that usually means that all paths an if-statement could take will be computed for all pixels, which is where the big performance spike would happen. If the if-statement only assigns two different values, like in this case right here, then it shouldn't have any large impact on performance at all.
Hi first time I arrived to your channel and was amazed at some of the techniques shown such as back face coloring (given I've more commonly seen back face culling). Was wondering though if you'll make a tutorial on the slash effect used on the night elf scythe slash (not the banana wave, the slash from swinging the scythe)?
From my knowledge doing unity like that in the intro they could sue... But i am no lawyer and i liked the joke :) Thx for the tutorials, butchering logos is a wonky topic tho, be careful, just saying.
Hello can I get a little help? I wanted to make the vertex shader. I copied everything exactly as it is shown here but I only got a black shiny ball not the effect that I wanted. Any ideas what did I possibly miss?
hi! is it the vertex offset one? :O can i see a snippet of your shader's vertex stage? edit: send over the whole shader actually also there's a free post on my patreon with the VFX source files i made for this video for reference if you want👌
hi ! yes but i think my other video is more applicable to 2D since this one relies on vertices and backfaces :O i linked the other video in the description now too if you want to check it out :D the main difference with working with 2D is that the shader type is canvas_item rather than spatial 👌 but most effects can be translated
Hello ! Can you make a tutorial for a custom post processing effect for a screen reading shader ? All I've found online so far is shaders using "hint_screen_texture" which doesn't contain transparent objects :( So they don't work for any game that has semi transparent sprites, objects ...
hi ! tried doing the same for my mech explosion effect impact frame but unfortunately no luck with the hint_screen_texture method :'( if i do find a way tho i'll let you know ! :)
@@qwfp I did try that with no luck. I couldn't pass the viewport texture as a sampler2D to replace the hint_screen_texture no matter what I tried so I just gave up. If you know a demo project somewhere, please point me to it, I'd appreciate it. Anyway, apparently, some stuff are in the pipeline for Godot 4.3 that will make this possible.
Are you really not supposed to use if statements in shader code? Is it like regular programming where it tries to use branch prediction? If that's the case you could use some tricks from branchless programming, completely drop the vertex part of the shader, and simplify the front facing calculation it to the following vec4 color_tex = mix( texture(texture_color_back, vec2(0.0)), texture(texture_color_front, vec2(0.0)), float(FRONT_FACING) ); basically float(FRONT_FACING) will return 1.0 if front facing and 0.0 if back facing. This will then be used for the weight in the mix function to pick which texture to use. Greatly reducing the amount of function calls needed while also not using your "cringe if statements". Not trying to undermine you, love the video 🥺👉👈 it might just be a bit easier and more efficient c:
hi ! the if statement thing being inefficient i've been told is a bit outdated 🤔 so your method is completely valid :D (someone else a while back suggested the same thing) and no worries about correcting/suggesting better methods 😤🙏 it's always great to learn new things and I'm glad people care enough to do so
@@simonw.1223 if you mean all the built-ins you have access to, they're all in the documentation :D docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html
not sure if I'm the best person to talk about shaders at that level 🤔😭 a lot of the answers for this are 'it depends' (as with most game dev problems) and I did that transition in the video more as a way to explain how someone /could/ implement backface colors if the engine they're working with doesn't have the FRONT_FACING option that said tho the link below is a pretty good explanation re: the if statement question stackoverflow.com/questions/37827216/do-conditional-statements-slow-down-shaders/37837060#37837060
You don't even know how much you doing for godot community by making godot shader tutorials, me and probably many other godot devs are really thankful for you.
Thanks a lot!❤
thank you so much 😭 glad i could help!
@@onetupthreeITS TRUE
These videos are incredible! Thanks for taking the time to make them
thank you so much 🙇♂
A good alternative to Substance Designer is Material Maker 👍🏻 you can do the texture packing there too. Otherwise Gimp is your friend
oh right 😳cant believe i forgot to mention that
thanks !
Texture packing blew my mind!!
it's very neat !
when yu said "something..." that made me realize the power of that + sdf in compute shader lol
for packing 3 grayscale textures into one rgb in affinity (and i assume photoshop), in 3 groups, multiply with a pure single channel rectangle, then set each group to add blend mode over a black background.
also affinity photo’s procedural texture effect (which kinda is made worse by not having easy ways to save equations) can generate textures with 1, 2, or 3 colors from pure math. supposedly it should be able to define functions and variables to split it up into multiple statements but i couldn’t get that to work so i put it in one statement per channel. i used it to create some channel packed gradient and random sines i used in a muzzle flash effect, although from what i used, i could’ve just exported one grayscale image.
this is awesome ! thanks for the info 🙏🙏
@@onetupthree no problem
Great video! Can`t wait for more
thank you 🙇♂️
Thanks for sharing the secret knowledge with us!
For backface colors, wouldn't it be easier to just do "float(FRONT_FACING)"? I'd assume that this internal conversion is more efficient that an if statement or the calculations done in the video.
ngl i did NOT know u could do that 😭 couldve saved some time 🤣 thanks for the tip!!
nice
YEEE A TUTORIAL i love your videos
thank you so much 😭🙏
Guess who's back
back again 😎
This might be a little late, but you can just use a boolean in a shader as an integer with value 0 or 1, so you dont have to jump through the hoop of all that extra calculation. So:
finalCol = lerp(backCol, frontCol, FRONT_FACING); would do the trick. Otherwise, why would Godot supply us with the value FRONT_FACING if we weren't allowed to use it? ;)
On another note, using if statements in shaders is frowned upon, yes, because they conflict with the parallel nature of shaders. But that usually means that all paths an if-statement could take will be computed for all pixels, which is where the big performance spike would happen. If the if-statement only assigns two different values, like in this case right here, then it shouldn't have any large impact on performance at all.
thank you!
Very nice, hope to see a lot more of these
will do my best 🥳
Hey. Hey you. I appreciate you, thanks for making these videos.
thank you so much 🙌
More please!
Praise be, vfx bruther
this is so awesome
glad to hear it ! 🙇♂
can you make a video making a effect from the start? making the texture and putting all together on godot?
ill think about it but that feels more fitting for something like a stream than a video 🤔
I don't understand nothing of vfx, by the way it's fun watching everything and following your content
i appreciate you dropping by still 🙏 thank you!
So cool
Wohoo, yes!
🥳🥳
more videos pls !
of course! 👌
How do I kn9w all off these effects
Hi first time I arrived to your channel and was amazed at some of the techniques shown such as back face coloring (given I've more commonly seen back face culling).
Was wondering though if you'll make a tutorial on the slash effect used on the night elf scythe slash (not the banana wave, the slash from swinging the scythe)?
glad to hear it ! :D
and you're in luck bc the night elf scythe breakdown is my next video 😎
@@onetupthreelet's goooo! That slash effect is by far the coolest one I ever saw so I look forward to it.
You are amazing 🤩
thank you 🥳
Wow, this is an awesome tutorial. Nice examples. graphics, explained everything well! Amazing work! You definitely earned a sub/bell
thank you so much 🙇♂
You. Are. Amazing. ♥
thank you ! 😳
How did you make the Glow in #4? Did you use the WorldEnvironment?
yup! bloom and everythin 👌 im making a vid about my personal vfx scene setup soon
@@onetupthree Awesome, thank you for the amazing work you're doing!
From my knowledge doing unity like that in the intro they could sue... But i am no lawyer and i liked the joke :) Thx for the tutorials, butchering logos is a wonky topic tho, be careful, just saying.
太牛了
0:22 I laughed so hard 😂
Hello can I get a little help? I wanted to make the vertex shader. I copied everything exactly as it is shown here but I only got a black shiny ball not the effect that I wanted. Any ideas what did I possibly miss?
hi! is it the vertex offset one? :O can i see a snippet of your shader's vertex stage? edit: send over the whole shader actually
also there's a free post on my patreon with the VFX source files i made for this video for reference if you want👌
mais vídeos desse por favor
ive only used godot for a week but is it possible to make shaders like this for 2D scenes/projects?
hi ! yes but i think my other video is more applicable to 2D since this one relies on vertices and backfaces :O
i linked the other video in the description now too if you want to check it out :D
the main difference with working with 2D is that the shader type is canvas_item rather than spatial 👌 but most effects can be translated
thank you! ill take a look :)
I love you even more now
✨
Hello ! Can you make a tutorial for a custom post processing effect for a screen reading shader ? All I've found online so far is shaders using "hint_screen_texture" which doesn't contain transparent objects :( So they don't work for any game that has semi transparent sprites, objects ...
hi ! tried doing the same for my mech explosion effect impact frame but unfortunately no luck with the hint_screen_texture method :'( if i do find a way tho i'll let you know ! :)
@@onetupthree Thanks! I really appreciate it !
I think that you could achieve what you're looking for with viewports. I.e., have the world in a viewport and then add custom shader to the viewport
@@qwfp I did try that with no luck. I couldn't pass the viewport texture as a sampler2D to replace the hint_screen_texture no matter what I tried so I just gave up. If you know a demo project somewhere, please point me to it, I'd appreciate it. Anyway, apparently, some stuff are in the pipeline for Godot 4.3 that will make this possible.
wizard!!!
could you give the code for it? I really wanna see some examples
hi ! the source files for this one is on my patreon for free 🙇♂
Are you really not supposed to use if statements in shader code? Is it like regular programming where it tries to use branch prediction? If that's the case you could use some tricks from branchless programming, completely drop the vertex part of the shader, and simplify the front facing calculation it to the following
vec4 color_tex = mix(
texture(texture_color_back, vec2(0.0)),
texture(texture_color_front, vec2(0.0)),
float(FRONT_FACING)
);
basically float(FRONT_FACING) will return 1.0 if front facing and 0.0 if back facing. This will then be used for the weight in the mix function to pick which texture to use. Greatly reducing the amount of function calls needed while also not using your "cringe if statements".
Not trying to undermine you, love the video 🥺👉👈 it might just be a bit easier and more efficient c:
hi ! the if statement thing being inefficient i've been told is a bit outdated 🤔 so your method is completely valid :D (someone else a while back suggested the same thing)
and no worries about correcting/suggesting better methods 😤🙏 it's always great to learn new things and I'm glad people care enough to do so
Very Noyce 😍
thank you ! 🎉
But how do I know?
sorry can you elaborate on your question? 🙇♂️
@@onetupthree how fo I know all pataneters for the vertex shader
@@simonw.1223 if you mean all the built-ins you have access to, they're all in the documentation :D
docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html
@@onetupthree thanks I am already reading the docs
Wow, I'm early
hell yea 😤🙏
So why the if statements are cringe in shaders? Could be worth doing a video tutorial on that!
not sure if I'm the best person to talk about shaders at that level 🤔😭 a lot of the answers for this are 'it depends' (as with most game dev problems) and I did that transition in the video more as a way to explain how someone /could/ implement backface colors if the engine they're working with doesn't have the FRONT_FACING option
that said tho the link below is a pretty good explanation re: the if statement question
stackoverflow.com/questions/37827216/do-conditional-statements-slow-down-shaders/37837060#37837060
“output = input*enable + input2*(1-enable); is functionally equivalent to the if statement.” I don’t get it. 😅
First!!
nice 😤🙏
(please pay $0.20 to view comment)
noooo 😱