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.
Volume rendering, implemented in Godot Engine.
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.
This is a visual shader addon that adds the HeightBlend node to the visual shader editor.
This is a visual shader addon that adds the UVManipulation node to the visual shader editor.
Necessary UV Nodes For Godot 4. Includes UVManipulation, UVPanner, UVTwirl, UVRotate, UVSpherize.
This node outputs normal map direction in world space based on the input.
Flow mapping is a shader programming technique capable of giving an illusion of motion to a static image.This shader simulates realistic wind flow with regard to perspective and distorts the provided panoramic sky.Wind direction and intensity can be changed during gameplay for more realism.
This plugin contains a few shaders and scripts that will make geometry look like it comes straight from the PlayStation 1! All of these following PSX quirks have been faithfully implemented, and can be modified (via shader globals) to suit your needs:- Vertex lighting- Vertex snapping (jittering)- Affine texture warping- Gouraud shading- Bit depth reduction- Dithering- Additive emission vertex fog (a la Silent Hill)- Raycasted shadow sprites- Lack of mipmaps- Filter nearest by defaultTo use, simply enable the plugin and apply the shader to any surfaces you desire. (Everything, if you like!) The default shader global values are most accurate to the original hardware. There are currently two different shaders to choose from:- psx_opaque: Suitable for solid meshes OR cutout sprite billboards. This shader handles its opacity via scissor method.- psx_transparent: Suitable for partially transparent meshes. This shader handles its opacity normally and uses depth_draw_always.Note: bit depth reduction and dithering are both canvas post process effects and will apply to the entire 3D world, not just surfaces with PSX shader(s), and they will not be visible in the editor. To disable these effects, disable the plugin or modify psx_canvas_fx.gdshader to suit your needs.