Makes it easy to use an alternate form of window scaling that better preserves the apparent pixel sizing.Includes a bilinear filtering shader and a scene that uses it for window scaling. This prevents variations in pixel sizes at resolutions that can't be divided perfectly, while keeping pixels well defined. Especially useful for pixel art games.
Emulator-style pixel upscaling algorithm. Ported from the SameBoy to Godot 3+. Works similarly to hqx at arbitrary precision.
Use Kenney's 2D graphics as Godot's resources to start playing and prototyping games with easy drag 'n' drop content.Support the project at:https://pigdev.itch.io/godot-sandbox
Plugin that allows connections to Twitch Chat using IRC. Comes with example scene in the form of an editor dock.
this is a project made to test the multiplayer api, not necessarily the best implementation though
This is a lower-definition concrete or cement material, as commonly found in sidewalks, driveways, curbs, or construction.
Contains shaders for* Julia fractal* Mandelbrot fractal* Sierpinski carpetRead description on Github to see how to set it on ColorRect
This is a high-definition concrete or cement material, as commonly found in sidewalks, driveways, curbs, or construction.
This is a metallic material that has diamond ridges in it, such as often found on industrial equipment, toolboxes, or floors.
A basic water (spatial-) material for the Godot Engine 3.x.There is also a step by step video on you tube that shows how this material was created.
Shader to animate a fish without armature or blend shapes.This shader is strongly inspired by the fish shader used in ABZU and demonstrated by Matt Nava in his presentation at GDC 2017.The repository contains only what is absolutely necessary to demonstrate the shader. The shading of the object has to be refined.credits: Fish Perch by holmen released under Creative Commons Zero (Public Domain)
This is a water shader with optional chromatic aberration, it has some options to tweak like tilling (To adjust waves scale), Murky ramp (To make it more or less "cloudy"), water tint colors (To make muddy water o caribean like), etc. It problably needs some optimization or has some bugs (since is one of my first incursions in shader coding) so please you are welcome to post issues or improvements.Only works on Godot 3.x, with GLES 3 backend for now.