this shader looks sick
https://www.shadertoy.com/view/lsySzd
Shadertoy is WebGL (GLSL), so basically the same as OpenGL, so yes, anything on that site is possible in Godot.
Whether it will perform well in game is another story. Most of those small demos are using a lot of power for one effect, and would not work well in a full game with lots of stuff going on.
Romanov thought so myself , seems a bit expensive to render when alot of explosions are going of. just looked cool af
These might also be unoptimized because why would you optimize that demo? Replicating it in a target deliverable would give an opportunity for real optimizations tho. Which is to say you could still try bringing the effects from there over to your project, but just how viable it is you can only find out by trying.
Adcock well, im trying to make my explosions look better. ive been searching around and havent found a way of doing it.
now im using atlassed spritesheets but the only thing in godot that is bothering me is the particle system. its a bit lacking so i thought id look for shaders instead
I think your best bet for this stuff is to render it as a particle / fluid simulation in Blender (or whatever) and export as a sprite sheet.
You can still add real time particles for sparks or smoke or whatever, but for realistic fire or explosions, it just won't look as good as pre-rendered.
Even AAA games don't run this in real time. They are almost always mostly pre-rendered, and then they use the engine to add vertex animation or particle rotations or whatever, but not simulate the whole thing.
Romanov yeah i know, might have another go at baking another simulation in blender. i havent managed to figure out particle trails in godot tho.
Since you are using godot 4 there should be integrated and refined work on Samellasameness volumetrics plugin as a full official feature I think. That might be interesting for this.
Question is can the fog volume shaders / textures be animated?
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