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 base texture should have filter disabled- 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.
Godot Stereo 3D adds stereoscopic 3D support to Godot Engine (red/cyan anaglyph 3D glasses) in game and in editor. Works as a screen-space shader based on the depth buffer (2D to 3D conversion) so is very fast. Requires GLES3. The best 3D glasses to use with this add-on are called Pro-Ana (red/cyan). They make plastic and paper versions and are very affordable.- Place the Stereo3D.tscn scene inside your main game tree. - If used in combination with Godot Super Scaling, the Stereo3D node should be inside your game world.- In the Stereo3D inspector settings, check the Enable box to turn stereo on or off in game or in editor.- Set Z Near to the z_near of your camera.- Set Z Far to the z_far of your camera.- The Separation controls the distance between the eyes. 0 is no distance and 100 is the maximum.- Setting Separation too high may cause discomfort, so leaving it around the default of 50 is recommended.- The Convergence controls the distance to the parallax plane the eyes are focused on (on the z axis). - Higher values for Convergence will result in a greater 3D effect, but setting it too high may cause discomfort.- The Pop Out setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable.- Typically lower Pop Out settings are easier to focus on. However, if you use transparent surfaces or reflections (e.g. glass windows) then it is better to set Pop Out to the maximum so that the transparent pass closer matches the 3D render.- If you have overlapping transparent surfaces in your game, you need to set the Render Priority of the transparent material to 1 or above (for example, in a racing game, viewed from the 3rd person, the front window could have Render Priority of 0 and the back 1).- For cut-out textures (like decals or grass) the Render Priority should be above 0, the Depth Draw Mode set to Opaque Pre-Pass, Transparent set to false, and enable Use Alpha Scissor on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then the Depth Draw Mode must be set to Never.- If you use reflection probes, the reflections will be captured with the results of the post-process and will be incorrect. In these cases, you should leave the Stereo3D disabled in game, then on _ready() in your game, wait a certain amount of time (enough for the captures to take place) before enabling Stereo3D.- You must control whether Stereo3D is enabled or not within the inspector settings for the add-on. The eye icon in the tree is disabled by design.- Note, since this is a post-process effect (2D to 3D conversion) and not a true dual camera stereo render, you may see some artifacts (typically halos around objects or duplicated textures). This is unavoidable with a screen-space shader, and is why it performs so fast. Changing the Stereo3D settings so that the 3D effect is less can mitigate some of these artifacts.
A simple 2D Action Game.The Player can move and attack in 4 Directions.He can lose and collect Hearts through Enemys and floating Hearts inside a Level.
A shader that changes sprite colors based on provided palette. Top row of palette are color references; these colors are sampled from the original image and replaced by colors from subsequent rows. The shader will cycle between palette rows, resulting in an animation. By default, the reference row is also part of the animation, but it can be skipped. 2-row palette with first row skipped results in a static palette swap.The shader will automatically adjust to palette size, so it requires minimal setup (just drop palette image and it works). It uses integer comparison for the colors, so it's fast and perfectly accurate. I also made sure that the code is optimized.You can use the alpha from palette colors or keep the original. When using palette alpha, keep in mind that transparent pixels are sampled too. Only RGB values are sampled, alpha is used only for final image.Warning: Be sure to import all used textures with "filter" disabled, otherwise the shader won't work properly. Also, while the palette size is only limited by maximum texture size, having too many columns (hundreds/thousands) will impact performance.The shader comes bundled with a file PaletteGenerator.gd. It's an editor script for quick generating palettes from images. Select a Sprite or any node with texture property and in Script Editor do File -> Run to generate a palette template.Check the example project for some usage examples or check the repo for more details.
This is procedural fire shader for 2D/3D.1.1 update* Added fire direction parameter.
A Multiplayer Lobby
An oil-painting style shader based on the Kuwahara filter.Available for Sprites, TextureRect and 3D post-processing.
An old school "beat-em-up" or brawler genre game ala Altered Beast, or Golden Axe complete with Parallax scrolling background, On-screen controls for mobile/touchscreen devices, Gamepad support (in addition to Keyboard) a splash screen and is ready to be played locally or exported to an application
Clean audio/music player. Uses ResourcePreloader to load audio files. Features* setup loop and loop offset with Godot's Import Tab * autoplay, activate a file and it will continue playing the next file* playlist, quickly create playlist by Ctrl/Shift selecting multiple files* Pause, Skip, Fast Forward, Volume and More controls with shortcuts.* Spectrum analyzerNote: it use more memory than a native audio player, since all audio is preloaded.
This plugin was created to help you work with subtitles inside Godot. It allowes you to import an srt format subtitle file into any scene.It works by converting the SRT file into a Godot Animation Resource. This way you can use any AnimationPlayer and RichLabelText node to play the subtitle.The reason behind using an Animation Resouce is to take advantage of the power of animations in Godot. Once the animation is created, all the information is compressed and managed by the engine just like any other resource.
Instead of fading to alpha, this shader fades to dither to achieve the same effect.
This is a calculator