Godot: Hole in the Wall using screen space + depth test
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- Опубліковано 20 жов 2024
- I had already forgotten about this project, but I recovered it since someone commented that he needed to do something similar.
I calculated the occlusion of the character with the wall in a strange way, it isn't raycasting because I do it in the GPU, but it isn't depth testing either because I don't compare fragment by fragment. But the concept of projection is quite interesting and I will use it in future videos.
You might be able to use raycasting and multiple instances to solve the depth problem on the CPU in an easier way.
I already demonstrated how to do this in an earlier video where I fade the walls individually.
SHADER INCLUDE FILE
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"Hole in the Wall" it’s called glory hole my friend 👌
bruh why is this the only comment this video has 💀
@@NihongoWakannai I know, it’s even a weird one