a shader that uses 255x255 px images to change the color of the object it's applied to!
Pulsating light shader for round objects.This shader is based on the dot product between the face normal and the camera view vector, so it works best on smooth round surfaces with many triangles, ideally spheres.The shader has the following parameters:Albedo: base object color. Albedo's alpha channel works, but avoid using it for transparency. It is implemented to support alhpa in textures. For global transparency, use the Opacity parameter instead.Albedo Texture: texture for albedo. Alpha channel works.Saturation: higher values increase the flat color area in the center, with fast alpha slope on edges. Lower values cause blurred, softer gradients in the edges.Pulse Rate: how many times the light pulses per second.Pulse Intensity: how big the light becomes during pulses, relative to original object size. Pulses are created by moving the vertices along the triangles' normals during rendering. If applied to collideable objects, the collision shapes are unnafected.Opacity: alpha. Use this in animations to make objects fade in or out.May work with GLES2 but not tested.
An very performant ocean shader that uses only a few generated normal maps to create the illusion of an actual ocean
This simple and elegant shader allows you to outline your sprites. You can make it smooth, sharp, wide, narrow, change it's color and more! It is very easy to use and works perfectly.
A shader that mimics the effect of a CRT TV (those old ones).
2D/3D Mosaic Shader for Godot Engine 3.1 later
Interior Mapping Shader for Godot Engine 3.1 later
An ocean shader that incorporates foam
Asset that uses a viewport to generate a panoramic sky using a rayleigh and mie scattering raymarcher. Includes a sample project (be sure not to overwrite your project if you extract the whole repository)
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.