This looks like an interesting shader. I will likely use it for paintings any project of mine will have. It would be interesting to see you make a shader that resembles those old black-and-white films.
Fencer I jut wanted to take a moment to say thank you for taking the time to do these. I have multiple saved for the future if I can ever get far enough in my project to use them. Still, it's such a fun thing to dream about their uses as a watch. You're brilliant mate
Thank you so much for your work. I have purchased all of your books a few dyas ago. I have struggled for years trying to figure out a comprehensive workflow between Blender and Godot. As you know, it is a moving target. Your books and videos are helping me so much!
@@FencerDevLog outstanding! I have been through a lot of Godot courses and books. Your material makes the most sense to me from a software engineering perspective. You cover the whole development pipeline in a way to how I was trained and how I think (old school). I have seen nothing that covers Godot game dev like you do. Thanks again!
This is incredible! Thanks for shkwing what godot is capable of. The shaders are so versatile, I am not even sure if you can implement this in unity or unreal without gutting the engine code
Thanks! Well, Unity and Unreal use HLSL, so the code would need some rewriting, but eventually the basic algorithm should be applicable there as well. But I never worked with these engines.
@@krzyszt0fus I would probably test on a specific platform, and if the shader slowed the game down too much, I would reduce the number of complex calculations until I was satisfied with the result. On a mobile display, overly complex effects probably wouldn’t stand out much anyway, so there’s no reason to use a large number of iterations for each fragment. But this is a very general problem, for which there’s probably no definitive answer.
Please dont stop doing these, im just getting into godot 4 shaders and you're making my journey very fun and enjoyable!
That's great to hear, thanks!
This looks like an interesting shader. I will likely use it for paintings any project of mine will have. It would be interesting to see you make a shader that resembles those old black-and-white films.
Thanks! I am glad you find it useful. 😎
Fencer I jut wanted to take a moment to say thank you for taking the time to do these. I have multiple saved for the future if I can ever get far enough in my project to use them.
Still, it's such a fun thing to dream about their uses as a watch. You're brilliant mate
Glad to help! I hope you properly enhance your project with some nice effects. 😎
Thank you so much for your work. I have purchased all of your books a few dyas ago. I have struggled for years trying to figure out a comprehensive workflow between Blender and Godot. As you know, it is a moving target. Your books and videos are helping me so much!
And I am grateful for your support. 😎 I am currently working on a new Blender/Godot project, so maybe another book will come out of it.
@@FencerDevLog outstanding! I have been through a lot of Godot courses and books. Your material makes the most sense to me from a software engineering perspective. You cover the whole development pipeline in a way to how I was trained and how I think (old school). I have seen nothing that covers Godot game dev like you do. Thanks again!
@@dudemannxs Maybe I am old school too. And thanks again. 😎
Thanks for this year, and thank you for so many shaders youve helped the community with :)
You are welcome. More shaders to come. 😎
This is incredible!
Thanks for shkwing what godot is capable of. The shaders are so versatile, I am not even sure if you can implement this in unity or unreal without gutting the engine code
Thanks! Well, Unity and Unreal use HLSL, so the code would need some rewriting, but eventually the basic algorithm should be applicable there as well. But I never worked with these engines.
Very nice shader. Could you talk about shader performance?
Thanks! What exactly about shader performance? GPUs are pretty powerful, so most shaders usually perform well.
@@FencerDevLog What if the GPU is not so powerful? For example, mobile platforms, or battery-powered devices, and PCs with integrated graphics.
@@krzyszt0fus I would probably test on a specific platform, and if the shader slowed the game down too much, I would reduce the number of complex calculations until I was satisfied with the result. On a mobile display, overly complex effects probably wouldn’t stand out much anyway, so there’s no reason to use a large number of iterations for each fragment. But this is a very general problem, for which there’s probably no definitive answer.
could you put the code somewhere(maybe in the comments?) so i can copy paste it?
You can copy it from the ebook: filiprachunek.gumroad.com/l/moreshaders
Or wait until the code appears on my Patreon.