Simple shader that allows for create animations similar to palette cycling. Make a grayscale sprite and a gradient, put a ShaderMaterial on the sprite and assign the gradient and it will animate. See the example project for usage.Caveats for best effect:- the node with shader should have texture_filter set to Nearest- number of colors in the gradient and base texture should match- gray shades in the base texture should be uniformly distributed (i.e. with equal increments between colors)Check out the repo page for animated example.
Godot 4 Fast-Paced (Authoritative Server) Game + Network Framework for FPS and TPS Games with working Example and DocumentationNetwork features- Client-side prediction of player entities- Client-side interpolation of remote entities- Backwards reconciliation and replay- Real-time adjustment of client simulation speed to optimize server's input buffer (Overwatch's method).- Server-side lag compensation- Master server in godot (without 3d)- Master and multi clients in one project (split screen)- Optimized netcode (Quake, Overwatch, Valve methods)- Remote de(activation) of player components- Ready to use godot nodes (ex. ServerPlayer, ServerWorld, ServerLogic..)- Server variable sharing between server and client (ServerVars)- RCON Implementation for Server ManagementPhysics- Full implemented TPS and FPS Movement (Quake style)- Crouching- Customizeable movementHelpersComponent system (for extending characters and game world)Registration services (Full threaded services like Networking)Async world loaderand many more helpfull tools
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.
# motion-blur-godot-4.0A motion blur plugin created by Bauxitedev, ported to Godot 4.0To use this plugin in your game, do the following:1) Copy the motion-blur folder to your project directory.2) Select the camera you want to apply motion blur to, and click the 'link' button above the scene tree to instance a scene.3) Select the 'motion_blur.tscn' file, and click Open.If you want to customize the blur:1) Select the motion_blur node2) Click 'Surface Material Override' in the inspector under MeshInstance3D.3) Click 'Shader Parameters'4) Mess with the Intensity, Iteration Count, and Start Radius until you have the effect you'd like.Original plugin by Bauxitedev for Godot 3:https://godotengine.org/asset-library/asset/211
This is the 3D targeting system's demo project for Godot 4 game engine.This tool is based on 3D-Targeting-System-Ultimate for Godot 3.
Split texture, stochastic sampling, triplanar projection shader for Godot4
This is the ultimate touch joypad for Godot 4.Features:- Multi-touch supported: this joypad is coded in a way that it won't get interfered with other touch-related features in the game.- Signal-based control: by using the engine's signal, the code is very simple, reliable, and fast!- Area-based D-Pad control: the D-Pad uses an area specified by the button node to detect touch input instead of some calculations from the slowish user script. Therefore, the user can easily change the area to detect touch input from with thin the editor instead of having to change some complicated calculation in the script!- Muti-size D-Pad supported: the user can easily change the D-Pad to any size as it won't break the code.- Flexible D-Pad position: the user doesn't need the ultimate precision as the D-Pad will follow the user's thumb (in the limited area).- Auto D-Pad recenter: the D-Pad will automatically return to its default positon. The user can specify the default position in the editor, there's no need to change this in the code.- Visual Script: the code is written in Visual Script. Therefore, it's easy to read and understand the code if someone wants to modify it.
A shader-based PBR ray tracing demo. Real-time denoise and you can freely adjust the camera's transforms, lens aperture, fov and focal length.
This is a demo of famous game "2048" by Godot4 Beta7. Have a look if you are interest in it.There is a strange bug. You may need to double-click to open the font file in the project (res://assets/font/HandWrite.ttf) and click "Reimport".
Fake interior shader with use single texture for roomPort of this shader: https://forum.unity.com/threads/interior-mapping.424676/#post-2751518Interior mapping shader which instead of cubemap, it uses texture atlas with room tiles that are front room view automatically mapped into a cube. The alpha channel value - uniform for whole tile - is used to determine the rear wall's relative distance.
A tactical role-playing game demo for the Godot Engine
Demo project for the InterpolatedCamera3D add-on. The add-on's code is included in this asset.Find the InterpolatedCamera3D add-on at: https://godotengine.org/asset-library/asset/739