A Brief Introduction to Shaders (in Godot) Part 2: Textures, UVs and TIME

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  • Опубликовано: 8 сен 2024

Комментарии • 9

  • @mvolkankarakas
    @mvolkankarakas 2 года назад +1

    Nice !.... It is almost a gentle and slow injection into the vein. The steps are like ice skating 👍

  • @sandip_1698
    @sandip_1698 Год назад +1

    Your all videos are amazing 🤩🤩 please don't stop posting your content is actually quality content, i hope you get millions of subs before the new year , thank you for making this all amazing videos

    • @wattinteractive
      @wattinteractive  Год назад

      Thank you so much! 😄 Even if I don't get that many subs before the new year, I'll keep trying to make quality content! 👍

  • @dueddel
    @dueddel 2 года назад

    That's an instant subscription for me. Nice one! 👍
    (And I am telling you this while not having watched the whole video yet.)

    • @dueddel
      @dueddel 2 года назад

      (After finishing to watch the video now I can tell I do not regret the subscription. Was absolutely worth it. So, keep more shader tutorials coming or whatever you like to show and explain. Always great to see that level of quality in tutorials.)

    • @wattinteractive
      @wattinteractive  2 года назад

      Thanks for the support!

    • @dueddel
      @dueddel 2 года назад

      @@wattinteractive Thanks for the effort to share your knowledge. This is what this whole Godot community is about! 😘

  • @artfreak2074
    @artfreak2074 10 месяцев назад

    Nice tutorial, I understand shaders better now. But what was the purpose of world_position in the end?

    • @wattinteractive
      @wattinteractive  10 месяцев назад

      Thanks for watching! I'm glad it helped 😄
      As for my use of the world_position, I wanted to give a little more colour variation based on the height of the vertex (world_position.y) so that it looked more visually interesting. So as the wave gets taller, the closer the colour gets to white, and as the wave dips further down, the closer it gets to black.
      Hope that answers your question!