MORE VFX Shader Techniques ft. Godot

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 91

  • @giorgimaisuradze2711
    @giorgimaisuradze2711 Рік тому +62

    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!❤

    • @onetupthree
      @onetupthree  Рік тому +3

      thank you so much 😭 glad i could help!

    • @BomboKlaut
      @BomboKlaut 5 місяців тому

      @@onetupthreeITS TRUE

  • @LeftAreola
    @LeftAreola Рік тому +11

    These videos are incredible! Thanks for taking the time to make them

  • @flamelizard
    @flamelizard Рік тому +14

    A good alternative to Substance Designer is Material Maker 👍🏻 you can do the texture packing there too. Otherwise Gimp is your friend

    • @onetupthree
      @onetupthree  Рік тому +5

      oh right 😳cant believe i forgot to mention that
      thanks !

  • @Arsvarg8
    @Arsvarg8 Місяць тому

    Texture packing blew my mind!!

  • @purplepixeleater
    @purplepixeleater 8 місяців тому

    when yu said "something..." that made me realize the power of that + sdf in compute shader lol

  • @morgan0
    @morgan0 Рік тому +2

    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.

    • @onetupthree
      @onetupthree  Рік тому +1

      this is awesome ! thanks for the info 🙏🙏

    • @morgan0
      @morgan0 Рік тому

      @@onetupthree no problem

  • @Garvep
    @Garvep Рік тому +1

    Great video! Can`t wait for more

  • @qwfp
    @qwfp Рік тому +5

    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.

    • @onetupthree
      @onetupthree  Рік тому +2

      ngl i did NOT know u could do that 😭 couldve saved some time 🤣 thanks for the tip!!

    • @diamon_darms
      @diamon_darms 10 місяців тому

      nice

  • @BlueOctopusDev
    @BlueOctopusDev Рік тому

    YEEE A TUTORIAL i love your videos

  • @waffleawt6570
    @waffleawt6570 Рік тому +1

    Guess who's back

  • @molgeraxproductions6671
    @molgeraxproductions6671 10 місяців тому +1

    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.

  • @OLMQ-01
    @OLMQ-01 Рік тому

    thank you!

  • @daniridao
    @daniridao Рік тому

    Very nice, hope to see a lot more of these

  • @millerbyte
    @millerbyte 9 місяців тому

    Hey. Hey you. I appreciate you, thanks for making these videos.

  • @teo2805
    @teo2805 Рік тому

    More please!

  • @zzzzzzzzzzzzzzzzzzzzzzzzzzzz__

    Praise be, vfx bruther

  • @magnuspedersen5751
    @magnuspedersen5751 11 місяців тому

    this is so awesome

    • @onetupthree
      @onetupthree  11 місяців тому

      glad to hear it ! 🙇‍♂

  • @ivensauro
    @ivensauro Рік тому +2

    can you make a video making a effect from the start? making the texture and putting all together on godot?

    • @onetupthree
      @onetupthree  Рік тому

      ill think about it but that feels more fitting for something like a stream than a video 🤔

  • @hanadasongs9142
    @hanadasongs9142 Рік тому

    I don't understand nothing of vfx, by the way it's fun watching everything and following your content

    • @onetupthree
      @onetupthree  Рік тому

      i appreciate you dropping by still 🙏 thank you!

  • @archyevaldes1421
    @archyevaldes1421 5 місяців тому

    So cool

  • @AgriasOaks99
    @AgriasOaks99 Рік тому

    Wohoo, yes!

  • @sigitsatriap6505
    @sigitsatriap6505 Рік тому

    more videos pls !

  • @simonw.1223
    @simonw.1223 11 місяців тому +1

    How do I kn9w all off these effects

  • @Fusionfalls10
    @Fusionfalls10 Рік тому

    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)?

    • @onetupthree
      @onetupthree  Рік тому

      glad to hear it ! :D
      and you're in luck bc the night elf scythe breakdown is my next video 😎

    • @Fusionfalls10
      @Fusionfalls10 Рік тому

      ​@@onetupthreelet's goooo! That slash effect is by far the coolest one I ever saw so I look forward to it.

  • @makeitfunnyy
    @makeitfunnyy Рік тому

    You are amazing 🤩

  • @centigames
    @centigames Рік тому +1

    Wow, this is an awesome tutorial. Nice examples. graphics, explained everything well! Amazing work! You definitely earned a sub/bell

  • @kuzuru
    @kuzuru Рік тому

    You. Are. Amazing. ♥

  • @Relivino
    @Relivino Рік тому +1

    How did you make the Glow in #4? Did you use the WorldEnvironment?

    • @onetupthree
      @onetupthree  Рік тому +1

      yup! bloom and everythin 👌 im making a vid about my personal vfx scene setup soon

    • @Relivino
      @Relivino Рік тому

      @@onetupthree Awesome, thank you for the amazing work you're doing!

  • @grundxgames
    @grundxgames 3 місяці тому

    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.

  • @tinyctr7433
    @tinyctr7433 Рік тому

    太牛了

  • @0HHC
    @0HHC 5 місяців тому

    0:22 I laughed so hard 😂

  • @Loukpro_Godot
    @Loukpro_Godot День тому

    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?

    • @onetupthree
      @onetupthree  23 години тому

      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👌

  • @OgrandeJunio14
    @OgrandeJunio14 Рік тому

    mais vídeos desse por favor

  • @RushedYT
    @RushedYT Рік тому

    ive only used godot for a week but is it possible to make shaders like this for 2D scenes/projects?

    • @onetupthree
      @onetupthree  Рік тому

      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

    • @RushedYT
      @RushedYT Рік тому

      thank you! ill take a look :)

  • @luskarian4055
    @luskarian4055 Рік тому

    I love you even more now

  • @my2cents795
    @my2cents795 Рік тому

    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 ...

    • @onetupthree
      @onetupthree  Рік тому

      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 ! :)

    • @my2cents795
      @my2cents795 Рік тому

      @@onetupthree Thanks! I really appreciate it !

    • @qwfp
      @qwfp Рік тому

      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

    • @my2cents795
      @my2cents795 Рік тому

      @@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.

  • @99JasonKim
    @99JasonKim Рік тому

    wizard!!!

  • @renatocesar9972
    @renatocesar9972 10 місяців тому

    could you give the code for it? I really wanna see some examples

    • @onetupthree
      @onetupthree  10 місяців тому

      hi ! the source files for this one is on my patreon for free 🙇‍♂

  • @zataritamods7499
    @zataritamods7499 5 місяців тому

    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:

    • @onetupthree
      @onetupthree  5 місяців тому

      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

  • @Siberiius
    @Siberiius Рік тому

    Very Noyce 😍

  • @simonw.1223
    @simonw.1223 11 місяців тому

    But how do I know?

    • @onetupthree
      @onetupthree  11 місяців тому

      sorry can you elaborate on your question? 🙇‍♂️

    • @simonw.1223
      @simonw.1223 11 місяців тому

      @@onetupthree how fo I know all pataneters for the vertex shader

    • @onetupthree
      @onetupthree  11 місяців тому

      @@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

    • @simonw.1223
      @simonw.1223 11 місяців тому

      @@onetupthree thanks I am already reading the docs

  • @Fireinthedarkness666
    @Fireinthedarkness666 Рік тому

    Wow, I'm early

  • @Relivino
    @Relivino Рік тому

    So why the if statements are cringe in shaders? Could be worth doing a video tutorial on that!

    • @onetupthree
      @onetupthree  Рік тому

      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

    • @pythonixed4448
      @pythonixed4448 4 місяці тому

      “output = input*enable + input2*(1-enable); is functionally equivalent to the if statement.” I don’t get it. 😅

  • @americoperez810
    @americoperez810 Рік тому

    First!!

  • @AlexanderWC
    @AlexanderWC 5 місяців тому

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