FencerDevLog

joined 2 years ago
 

Hi everybody. It's vacation season, so this week I'll fill the schedule with something simpler. I'll add a short video to our raymarching series about other basic 3D shapes and ways to modify them. Let’s do it.

 

Hello everybody! The effect I’ll be creating in this video originated as a combination of the algorithm used for rendering a 3D tunnel and several applications of so-called fractal Brownian motion, which I explored while working on some of my fractal shaders. And since I most likely didn’t explain anything clearly with that introduction, we’ll go through everything step by step.

 

Hi everyone! As I mentioned in the previous video, it’s currently July 2025, and during this holiday period, I don’t have as much time for complex tutorials, so instead, I’ll go with slightly simpler topics. Today’s video will be dedicated to polar coordinates, and in the end, it might even result in a pretty useful effect.

[–] FencerDevLog@programming.dev 1 points 3 weeks ago

0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

[–] FencerDevLog@programming.dev 1 points 3 weeks ago

0.9.5 (2025-07-08): Added ray_marching_8 (scene and shader) and ray_marching_9 (scene and shader).

 

Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code.

[–] FencerDevLog@programming.dev 1 points 1 month ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

 

Hi everyone! This time, we’ll take a short break from shaders and look at an equally interesting technology — particle systems in Godot 4. It's not the first time I’ve showcased something like this — for example, the fire and smoke we had here quite recently. In this tutorial, we’ll create a quite useful effect: a trail behind a moving 3D object, with the trail based on the same shape as the object itself.

 

Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games.

 

Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works.

 

Hey everyone! Today's tutorial is a little bit special because it covers an effect that has been part of my Godot Shader Pack for several weeks now. However, I believe it deserves a more detailed explanation for those who not only want to use this shader but also understand how it works. So, let’s get into it.

 

Hi everybody. Let's continue our series on modeling 3D scenes using shaders and raymarching technology. In the previous fourth part, we managed to render the scene from any position and at any angle, which is very useful in itself, but we were still rendering each object in the same monotonous color. This time, we'll fix that detail and rewrite our code so that we can assign a different material to each object.

 

Hi everyone! I think every shader developer has at some point found themselves in a situation where they needed to determine certain values in the fragment function, especially when the shader wasn't behaving as expected. The problem is that the shader runs on the GPU, so we don't have anything like an output console available. So, how can we solve that? There are some options, and I’ll demonstrate one of them in this tutorial.

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).

[–] FencerDevLog@programming.dev 1 points 2 months ago

I see. Good idea.

[–] FencerDevLog@programming.dev 1 points 2 months ago (2 children)

I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.2 (2025-05-21): Added print_number (scene and shader) and its usage in paper_burn (script and shader). Added ray_marching_5 (scene and shader).

 

Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it.

[–] FencerDevLog@programming.dev 9 points 2 months ago

This is what happens when a programmer tries to create some graphics. 😀

 

Many people asked for it, so I created and released a new product: 80 shaders from my collection, ready to use in any project. Plus bonuses. 😎

[–] FencerDevLog@programming.dev 4 points 4 months ago

You are welcome! Glad to help.

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