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
    pastebin.com/Q...
    DOWNLOAD THIS FILE AND SUPPORT MY CHANNEL
    / wall-hole-using-105922463
    #godot #godot4 #shaders

КОМЕНТАРІ • 3

  • @amirosman8797
    @amirosman8797 4 місяці тому +1

    "Hole in the Wall" it’s called glory hole my friend 👌

    • @NihongoWakannai
      @NihongoWakannai Місяць тому

      bruh why is this the only comment this video has 💀

    • @amirosman8797
      @amirosman8797 Місяць тому

      @@NihongoWakannai I know, it’s even a weird one