All about Fog Shader in Godot 4.0
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- Опубликовано: 3 авг 2024
- In this video I explained about fudemental concept of fog shader in godot and how we can use that
This was only just one example of what you can do with volumetric fog shader in godot
I hope you can make other cool stuff with Fog in Godot 4.0
video about distortion shader:
• Distortion Shader in G...
Chapters:
00:00 - Intro
00:16 - What is fog shader?
01:04 - Change fog volume size
01:55 - Get start with volumetric fog shader
03:16 - Fog density
03:41 - Fog color Albedo
04:09 - SDF Signed distance field
04:56 - Simple falloff for fog shader
07:05 - OBJECT_POSITION
07:20 - WORLD_POSITION
07:37 - UVW
08:14 - Sphere fog
09:21 - Sandstorm Volumetric fog
Thank you for doing so much about shaders for godot. There could never be enough sources about shaders IMO :)
Your welcome, I am happy to be able to help
The FPS drop from 500 to 200 when you enable Volumetric Fog, Jesus Christ 😢
In the real game you should not bring the resolution of fog so high, unless the performance of this get better, This is just a tutorial about how you can use this shader, and obviously after you wrote your shader you should bring down the resolution of fog
all i need is 60 FPS
Fantastic! Many thanks 👍👍
Great video, really informative!
Glad you enjoyed it!
This is great, thank you so much!
You're very welcome!
Super good, your knowledge of godot is excellent.
So nice of you
Great overview!
Thank you
Looks great!
Thank you
In two word? - Very Nice 👌
Thanks
very helpful big thanks
You're welcome!
Very nice!
Thanks
good job
Thanks
In one word? - Nice. 👍
Thanks
thanks =)
your welcome
good tutorial
Thanks
Very good tutorial, nice shader. But im going to stick with the simple vanilla fog material in Godot. I'm using small portions of fog to hide the origin of a river so this would be overkill for me
you'd use particles for that anyways
Nice video. Why do you multiply the UV coordinates by noise_scale when sampling the noise texture? Isn't this the same as changing the frequency of the noise texture? Apparently not because the results don't look the same. But I expected them to be the same.
So about your question, no it is not same as changing noise frequency, By chaniging the uv, you are Distorting the the texture that you are sampling, watch my distortion shader: ruclips.net/video/dRu0vIkRLtw/видео.html
@@mohsenzare2511 I'm not talking about adding noise to the uv. I'm taking only about scaling the uv by a constant
Volumetric fog has similar effect right? I havent tried yet Godot 4, but I hope volumetric fog has enough options/settings ..so I wont have to get into shaders (haha)
what are the GPU/CPU/RAM/VRAM usage for this shader? are they expensive? I just have this weird mental image of godot, using shaders could be slow? thanks in advance!
Using shader by default is not slow, The performance depend on your shader code, If you write a good code it is fast, also if not use them godot will create automatically shaders for you in background
Hello, is there any way to download the shader?
For now no, I will try to put them in Github for later
This is not working for me