Schlick-GGX specular reflectance model for Godot visual shader system.
Fujii Oren Nayar Approximation and Fujii Oren Nayar Energy Conservation nodes to the visual shader system.
Full Oren Nayar diffuse reflectance model for Godot visual shader system.
Lambert-Wrap diffuse reflectance model for Godot visual shader system.
A customizable 3D mirror for Godot 4.The mirror uses a SubViewport and a moving Camera3D to create a realistic and easy-to-use mirror effect.Thanks to Norodix/GodotMirror for the original mirror system. Heavily modified by Joyless.
This provides a planar reflection shader and the related camera logic for doing planar reflecitons.
Voxel rendering for Godot 4 based on an efficient 2-level DDA algorithm implemented 100% on the GPU as a fragment shader.This approach allows for good performance and opens up the possibility of making runtime changes to voxels at a relatively low cost.Please see the detailed description on GitHub.
This is a Camera shader for Godot 4.3 to add distance fog with optional noise, color limiting, and dither. There are a lot of fragmented and partial solutions out there and I wanted to combine various techniques to make an easy to use quad-based shader. Each setting can be enabled/disabled and customized.** Updated for Godot 4.3. A 4.2 compatible version can be found within the repository's releases
This tool simplifies the process of running compute shaders in Godot. It wraps up RenderingDevice methods in a way that preserves basic functionality while taking up much less space. Currently supports only storage buffers.Version 1.1 update:- Added _free_rid() function.
Visual shader node library for Godot engine. Supports all 4.2.0+ versions!Adds various extra nodes to use in built-in visual shader editor.This is incompatible for Godot 4.1, use "Shader-Lib for Godot 4.1" instead.
# VisualShader-IdMapVisualShader IdMap masking NodeIncludes:IDMap Sampler : Idmap by Sampler2DIDMap Texture : Idmap by Texture2DInputs:* IdMap Texture : IdMap Image Texture* Colorkey : Color to extract mask from IdMap Texture* Tolerance : Color values tolerance (Default = 0.05)Output:* Mask : Float value of the resultant maskCheck out CiaNCI Chanel on YouTube for more: https://www.youtube.com/@CiaNCIStudio
Modified from Lanza Schneider's code: https://github.com/LanzaSchneider/godot-xBRZ/tree/mainYour mileage may vary for other versions of Godot, but my assumption is v4+ will work with little or no changes.