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.
# 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
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".
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.
NOTICE: Uses .net 7. Does not use standard lighting, instead uses a custom object to create a light direction. This is intended so that the artists have full control over the light angle like in a lot of anime toon shading applications. Repository has documentation.A toon shader system that comes with a custom light solution, and is based off of various anime toon shading techniques. Basic how to use: Add a CharacterLight object, then add the materials you want to control to the array of ShaderMaterials.
Split texture, stochastic sampling, triplanar projection shader for Godot4
For Godot 4. Click to shoot out the grappling hook. When it reaches a body, it will pull the player towards it. If the player moves during that, the grapple will cancel.
For Godot 4. This is a demo of how to use JSON files to save and load.
For Godot 4, it compares four different save methods. Note that these methods are not mutually exclusive, you can mix and match them. But this demo assumes that you're using them all separately.
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.
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.