Shader Based Holes (Quick Tutorial in Godot 4)

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4.4 هزار بار بازدید - 10 ماه پیش - Discard based holes made in
Discard based holes made in Godot, but it does not really matter which engine is used. Works pretty much in unity and all the other the same way.

Maybe FAQ:

Isn't it terrible for performance: Yes it is.

Won't the effect break on quite a lot of occasions: Yes it will.

You only showed one hole, can you make multiple? Yes, just pass multiple start and end points and iterate in a for loop. I have video in some of my unlisted lists where I do this. It's stupid and power hungry, I managed to make around 50 holes into single mesh like this.

What would be a proper way to do holes into mesh? Probably some sort of boolean mesh operations, but that's another ... rabbit hole.

How did you make the things to glow at the end? I used FRONT_FACING to selectively make the back face EMMISION above standard threshold of color. Then I added environment node and set new environment with glow enabled.

Thanks for watching and consider to subscribe to show me that this sort of content makes sence making.

Music:  Patrick Patrikios - Simple - Standard youtube license

Chapters:
00:00 Intro
00:15 Empty shader
00:30 Changing color
00:43 Discard in fragment shader
00:54 Creating the hole effect
02:12 Disable culling
02:52 Outro
10 ماه پیش در تاریخ 1402/06/12 منتشر شده است.
4,449 بـار بازدید شده
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