Godot 4.3 Weapon View Model Clip Shader Tutorial + Shader Transform Pipeline Overview

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  • Опубликовано: 22 окт 2024

Комментарии • 8

  • @MajikayoGames
    @MajikayoGames  День назад +2

    NOTES: godotengine.org/article/introducing-reverse-z/
    • In the Godot 4.3 update the Z buffer was flipped so use *POSITION.z = mix(POSITION.z, POSITION.w, 0.9);*
    • In Godot 4.2 use *POSITION.z = mix(POSITION.z, 0.0, 0.999);*
    • You may want to set on your view model MeshInstance3D: *mesh_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF* to prevent buggy shadows.

  • @randomjimbitz512
    @randomjimbitz512 День назад +3

    How did you know I was just about to search for this exact thing!!! lol thanks. Appreciate you sharing your work :D

  • @salvulcanogaming
    @salvulcanogaming День назад +2

    two days in a row! thank you

  • @Z00OM
    @Z00OM День назад +1

    omg already LETS FARKIN GOOOOOOOO!!!!!!

  • @120Stevo
    @120Stevo День назад +1

    Thank you for the tutorials on Godot! Do you have a good resource/recommendation on a true first person camera with godot?

    • @MajikayoGames
      @MajikayoGames  День назад

      Glad you enjoyed! I'm not sure what you mean by 'true' first person camera but I have a first person sourcelike character controller tutorial here which may help: ruclips.net/video/ZJr2qUrzEqg/видео.html

    • @120Stevo
      @120Stevo День назад +1

      @@MajikayoGames "True" as in when the player looks down they see their body/feet etc.

    • @MajikayoGames
      @MajikayoGames  День назад

      @@120Stevo for that you would probably just duplicate the world model, put it in the view model, then set the bone scale of everything waist up to 0 to hide it.