A .gdshader Godot skybox. This shader allows you to have a tiled, textured skybox with each tile being moved.
Open an external script editor alongside the built-in editor, allowing you to use features from both at the same time.Visit the repository for setup instructions.Based off the original by calviken (repo now gone)
Can be used as generic noise generator using this technique:https://godotengine.org/asset-library/asset/78Consists of:worley 2dworley with 2x2 window instead of 3x3worley 3dworley 3d with 2x2x2 window instead of 3x3x3perlin 2dperlin 3dperlin 4dsimplex 2dsimplex 3dsimplex 3d with analytic derivative gradient outputsimplex 4dand last is 'psrdnoise' monster with 4:2-D non-tiling simplex noise with rotating gradients, without the analytical derivative2-D non-tiling simplex noise with rotating gradients and analytical derivative2-D tiling simplex noise with rotating gradients, without the analytical derivative2-D tiling simplex noise with rotating gradients and analytical derivativeAnalytical derivatives return vec3 with first element is a vector of the noise value. And 2nd and 3rd are x and y partial derivatives.You can test any of the shaders by creating a Sprite node, creating new ImageTexture for it (size like 256x256 would be fine), creating new shader material for it and loading desired shader to it. (try simplex3d.tres ^_^)
A simple project that uses cells from tilemaps to construct paths between origin and target position with a custom A* based Pathfinder written in GDscript.
My attempt at a hair shader. Probably too slow to use in practice, but it looks interesting at least. It also comes with a script to randomly place hairs on a mesh.Requires a modern and decent GPU. Beware: not tested on AMD cards.
Simple kanban board for project planning
A simple shader that gives objects like grass or plants a wiggle/wind effect.Documentation can be found in the Docs / Readme file.There is a demo scene in the demo folder where you can test all features and play with the settings.If you don't need the demo just ignore the demo folder and connect your mesh with one of the wind_shader_XXX.tres files that can be found in the shaders folder.
Fast generation of noise textures by implementing the noise texture in a shader. Currently only supports worley noise, will add open simplex and voronoi soon as well.
This is a shader for particles to create a bokeh-esque depth of field effect.It works by essentially "precomputing" the various amounts of blur, instead of blurring in real time. Since the particles are radial, we can store only a single row of pixels per blur level, and the shader will distort the UV coordinates to turn it into a circle. This gives us a very compact 512x1024 texture that stores 1024 different blur levels, which can be smoothly interpolated.
Urban themed tilemesh and rigid bodies from assets made by Nobiax.
Force Field shader that uses depth buffer to find intersection with other meshes and a rgb texture to draw some animated details.
TextureProgressOfSubunitsGodot asset to create a texture progress (health bar) of individual subunitsWhy?A simple progress bar does not give any visual indication of how much "stuff" is left. Historically, a label is given to show this: 400/640 for example. Some games, like Overwatch, solve this problem by making the health bar out of individual subunits that give an immediate indication of the amount of health each character has.