A .gdshader Godot skybox. This shader allows you to have a tiled, textured skybox with each tile being moved.
Adds many premade 2D effects (such as noise, blur, emboss, zoom, custom shapes, etc.) to build-in VisualShader editor. You can find basic usage examples in the "addons/shaderV/examples" folder.Copy the contents of "addons/shaderV" into the same folder in your project. Custom visual shader nodes work the same way as standard visual shader nodes.As all shaders sources are .gdshaderinc files, it is also possible to use this plugin with usual text shaders.
Adds an outer or inner stroke to a texture. Just attach the shader to a ShaderMaterial and the ShaderMaterial to a Sprite2D or AnimatedSprite2D. Less suitable for textures with anti-aliased edges. Shader parameters:- color- width- pattern (diamond, circle, square)- inside- add_margins (to make room for an outline)- number_of_images (number of horizontal and vertical images in the sprite sheet)When using a sprite sheet: if the images contain a few semi-transparent pixels from adjacent images, try increasing the 0.0 at lines 41 and 69 to a value like 0.1.
The Glow Boarder Effect Renderer contains shader setup with a glowing boarder effect for selected objects. The user can turn the glow border effect on and off and select glow color for individual objects.
This addon contains two shaders meant to be used as a material for terrain objects. The shaders support color, normal, roughness and metallic maps. They also provide a tile scrambling feature that gets rid of obvious repeated patterns. You can also stack several different terrain shader on top of each other and use masks to blend between them.
Volume rendering, implemented in Godot Engine.
A shader that changes sprite colors based on provided palette. Top row of palette are color references; these colors are sampled from the original image and replaced by colors from subsequent rows. The shader will cycle between palette rows, resulting in an animation. By default, the reference row is also part of the animation, but it can be skipped. 2-row palette with first row skipped results in a static palette swap.The shader will automatically adjust to palette size, so it requires minimal setup (just drop palette image and it works). It uses integer comparison for the colors, so it's fast and perfectly accurate. I also made sure that the code is optimized.You can use the alpha from palette colors or keep the original. When using palette alpha, keep in mind that transparent pixels are sampled too. Only RGB values are sampled, alpha is used only for final image.Warning: Be sure to set texture_filter property to Nearest. Also, while the palette size is only limited by maximum texture size, having too many columns (hundreds/thousands) will impact performance.The shader comes bundled with a file PaletteGenerator.gd. It's an editor script for quick generating palettes from images. Select a Sprite or any node with texture property and in Script Editor do File -> Run to generate a palette template.Check the example project for some usage examples or check the repo for more details.
This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon.- Comes in two versions, one with fake colors and another with light scattering- Can be seen from inside like regular fog if you want to land on the planet- Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost- Includes experimental volumetric cloudsChanges in 0.4:- Added `force_fullscreen` option to allow previewing the inside of the atmosphere in the editor- Added atmosphere ambient color to v2 atmosphere so nights are no longer pitch black- Added `*_shader_parameter()` methods, deprecated `*_shader_param` methods- Slightly improved clouds alpha blending- Decoupled alpha from color in v2 atmosphere so it no longer stops rendering in the dark side of planets- Fixed properties list not updating when setting a different shaderChanges in 0.3:- Added more realistic atmosphere model based on Sebastian Lague's Coding Adventure- Added automatic optical depth baking using a viewport (Vulkan renderer not needed)- Added raymarched and animated clouds (current version is imperfect due to tradeoffs)- Added NoiseCubemap resource to generate procedural cloud coverage textures- Added small demoChanges in 0.2:- Ported to Godot 4- Added option to blend ground depth with a sphere, to hide precision lost at high distances
This is a shader that implements a chroma key effect. Chroma keying is a technique used to remove a specific color (usually green or blue) from an image or video, making it transparent and allowing other content to show through.The shader provides RGB Comparison options for the chroma key effect.
Headbanging against the keyboard, done for you.
Original Addon for Godot 3 by CaptainProton42 ported to Godot 4A flexible toon shader for the Godot Engine with many features:🤸Flexibility through parameters like number of cuts/bands, steepness, and wrap🎨 Supports custom color ramps🌈 Affected by the colors of light sources and ambient light in the scene💡 Allows for multiple light sources⛱️ Supports shadows and attenuation✨ Visual extras like specular reflections and rim lighting🖼️ Supports textures for albedo and specularNew:✏️ Experimental toon hatching shader (available as a separate material)
Convert Shaders 3.x to GDShaders 4.x