Shader Based Holes (Quick Tutorial in Godot 4)

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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&it terrible for performance: Yes it is. Won&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&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&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

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