FencerDevLog

joined 2 years ago
 

Hello, everyone! We already had a shader that transformed an image into an old photograph, and this time we’ll take that effect to the next level. I’ll show how a similar approach can be used to simulate old film played through a low-quality projector, meaning that various visual imperfections will also change over time.

1.1.9 (2026-06-03): Added menger_tunnel (scene and shader). Added vintage_film (scene and shader).

Thanks! And yes, check it out.

Sounds great! Good luck with yout project.

 

Hello, everyone! This time let’s make something a bit simpler, so we can take a break from overly long videos. I will create an infinite tunnel using a so-called Menger sponge, which is a three-dimensional fractal that we'll project onto a two-dimensional plane.

 

Hello, everyone! On this channel, I’ve been creating Godot shaders of all kinds, but there’s one type I’ve ignored until now - so it’s time to fix that. It’s the shader_type particles, and as the name suggests, we’ll apply it to a GPUParticles3D node. So let’s take a look at how we can create a simulation of insects flying around a light in the fog.

 

Hello, everyone! The shader we’re going to create in this video definitely isn’t one of the most useful effects for game development. It’s more of a detour from more complex algorithms and includes several interesting techniques that might come in handy. So let’s take a look at how to program a four-dimensional cube.

 

Hi everyone! The effect we’ll be creating in this video is something I had been planning for a long time, and now I’ve finally implemented it. As the title suggests, it will be a simulation of raindrops falling onto a water surface, including the typical expanding ripple circles.

 

Hi everyone! Let’s create a shader that looks like a simple radar, which can be useful for many types of games. It will be entirely generated using lines and other primitive shapes, and we’ll add some animation to it as well.

 

Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

 

Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

 

Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

 

Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

 

Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids.

 

Hi everybody. It's still summer 2025, and to take a short break from further improvements to our raymarching shader, this time we'll create something really simple. We'll use the Voronoi algorithm, which we know from several previous tutorials, but we'll map it onto a sphere, so we’ll end up with something like a slightly strange planet or a dead star.

[–] FencerDevLog@programming.dev 2 points 10 months ago

Thank you. 😎

[–] FencerDevLog@programming.dev 1 points 11 months ago

0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

[–] FencerDevLog@programming.dev 1 points 11 months ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).

[–] FencerDevLog@programming.dev 1 points 1 year ago (2 children)

I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎

0.9.2 (2025-05-21): Added print_number (scene and shader) and its usage in paper_burn (script and shader). Added ray_marching_5 (scene and shader).

This is what happens when a programmer tries to create some graphics. 😀

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