Three shaders to generate 3D animated planets and stars in Godot 4:- Planet body generation shader- Cloud generation shader- Atmosphere generation shaderThe project contains seven example planets:- No atmosphere planet- Terrestrial planet- Ice planet- Lava planet- Sand planet- Gaseous planet- StarFAQ and more information: https://naejimer.itch.io/godot-3d-planet-generator
This addon contains two shaders meant to be used as a material for terrain objects. The shaders support color, normal, roughness and metallic maps. They also provide a tile scrambling feature that gets rid of obvious repeated patterns. You can also stack several different terrain shader on top of each other and use masks to blend between them.
Get the Z channel of a normal map from X & Y channels.
Combine two normal maps using this node. Includes UDN, Whiteout, RNM and Unity blending methods.
This plugin adds ComputeHelper and Uniform classes that make using compute shaders easier.
WARNING: if you're upgrading from any version prior to 1.4.0, you MUST follow the steps outlined in the link below. If you don't, your materials WILL break, and you'll have to fix them all MANUALLY! You only need to follow these steps once -- subsequent versions will not be reorganized again.https://github.com/Zorochase/ultimate-retro-shader-collection?tab=readme-ov-file#upgrading-from-v13--to-v14-- -- --Ultimate Retro Shader Collection (URSC) brings PlayStation, Sega Saturn or Nintendo 64 aesthetics to Godot 4.Features:- Vertex snapping and affine texture mapping (as seen on PlayStation and Saturn)- 3-point texture filtering (as seen on Nintendo 64)- Distance-based, per-vertex texture LOD and fog- Metallic and shiny shaders- 3D sprite shaders (shaded/unshaded, single/double-sided)- Scrolling sky shader (think Mario 64)- Screen-reading dithering and fade shaders- Create custom spatial shaders using macros- Compatible with all rendering backendsCheck out the collection's README on GitHub for documentation and a guide on getting set up. TLDR -- run the "setup.gd" editor script included with the collection to add the necessary global shader uniforms to your project settings.https://github.com/Zorochase/ultimate-retro-shader-collection?tab=readme-ov-file#readme
A shader meant for adding gradients to unlit 3D meshes. Contains examples, and documented code.
Add color manipulation filters to the screen or a sprite without writing millions of unique shaders.Blending between filters with a tween to create interesting effects.Lot's of built in filters and easily tweakable settings with a live update.
Collection of Signed Distance Functions in the form of Godot Visual Shader Language nodes.
Compute Shader Studio is an addon for Godot Engine that enables you to write Compute Shaders in a minute.
This set of shaders will let you create realistic eyeballs for your character models.
View volumetric data in Godot. Great for visualizing your Texture3D.
High-quality, endlessly configurable fur shader with satisfyingly bouncy physics.
A 3D shader meant for adding parallax to a single surface. Contains an example, and documented code.
FastNoiseLite GLSL Shader.Generate all kinds of FastNoiseLite noises on your GPU!Better performance, speed, and noise quality!Free your CPU from generating noise and let the GPU do all the hard work!Output of GLSL FastNoiseLite version are 99,9% equal to output of C++ version, provided by Godot.
Godot 4 volumetric fog replaced Godot 3 depth fog.But depth fog feels more retro and is suitable for PSX / N64 style graphics.This impliments the camera setup required to create a Post Processing with depth-sampling fragment shader in Godot 4 ala this guide: https://docs.godotengine.org/en/4.0/tutorials/shaders/advanced_postprocessing.htmlIt contains a scene with a 3D Camera Setup for with a Quad mesh stretched in front and uses a fragment shader to create a Distance/Depth based fog effect. The Fog also has a 2 color noise effect. The shader has input paramters to set the distance, colors and timescale of the noise. The second effect is a 2D Canvas shader that fades in from black, controlled by a script tweeen.
A rewrite of qbieshay 3D printing material shader:https://qbieshay.itch.io/godot-engine-3d-printing-materialMaking it simpler and ranges locked between 0 and 1.
Transforms a vector between different coordinate spaces.
This node outputs UV based on height map for Simple Offset Mapping & Parallax Occlusion Mapping.
This node lets you control normal map strength.