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  • ShaderV - 2D Visual Shader Node Library (Godot 4)
    4.0
    v1.3Shaders

    Adds many premade 2D effects (such as noise, blur, emboss, zoom, custom shapes, etc.) to build-in VisualShader editor. You can find basic usage examples in the "addons/shaderV/examples" folder. Copy the contents of "addons/shaderV" into the same folder in your project. Custom visual shader nodes work the same way as standard visual shader nodes. As all shaders sources are .gdshaderinc files, it is also possible to use this plugin with usual text shaders.

    By: arkology11
  • ShaderV - 2D Visual Shader Node Library (Godot 3)
    3.5
    v1.3Shaders

    Adds many premade effects (such as noise, blur, emboss, zoom, custom shapes, etc.) to build-in VisualShader editor. Fully compatible with GLES2 and canvas (2D) fragment shaders. You can find basic usage examples in the "addons/shaderV/examples" folder. Copy the contents of "addons/shaderV" into the same folder in your project. Custom visual shader nodes work the same way as standard visual shader nodes.

    By: arkology11
  • Godot Retro
    3.5
    v3.5.1Shaders

    A pack of retro/old-school post-processing shaders for Godot, containing 20 effects. Read https://github.com/Ahopness/GodotRetro/blob/main/README.md#instalation to setup them.

    By: Ahopness
  • Noise Shader
    4.3
    v1.2Shaders

    This addon adds 4 CompositorEffects that can be added to cameras. These shaders take the color output of the camera and uses it to adjust their images. This creates an image that can only be seen while its playing. Cycling Noise: This effect cycles through different shades of white and black to create a cycling image. The brighter the input pixel, the faster the shader updates. Sliding Noise This effect moves pixels every frame to create a sliding effect. All moving pixels move at the same exact speed. Variable Sliding Noise Very similar to the other sliding noise effect, but brighter pixels move faster. Darker pixels will slide at a lower frame rate, which conveys depth. Colorful Noise Equivalent to the cycling noise, but can cycle color too. The red channel controls pixel value, and the green channel controls color.

    By: brantagames
  • Cel / Toon Shader
    3.2
    v2.0.0Shaders

    This is a demonstration project showcasing the included Cel Shader. See ReadMe for details.

    By: DaveTheDev
  • Ultimate Retro Shader Collection
    4.2
    v1.4.0Shaders

    WARNING: if you're upgrading from any version prior to 1.4.0, you MUST follow the steps outlined in the link below. If you don't, your materials WILL break, and you'll have to fix them all MANUALLY! You only need to follow these steps once -- subsequent versions will not be reorganized again. https://github.com/Zorochase/ultimate-retro-shader-collection?tab=readme-ov-file#upgrading-from-v13--to-v14 -- -- -- Ultimate Retro Shader Collection (URSC) brings PlayStation, Sega Saturn or Nintendo 64 aesthetics to Godot 4. Features: - Vertex snapping and affine texture mapping (as seen on PlayStation and Saturn) - 3-point texture filtering (as seen on Nintendo 64) - Distance-based, per-vertex texture LOD and fog - Metallic and shiny shaders - 3D sprite shaders (shaded/unshaded, single/double-sided) - Scrolling sky shader (think Mario 64) - Screen-reading dithering and fade shaders - Create custom spatial shaders using macros - Compatible with all rendering backends Check out the collection's README on GitHub for documentation and a guide on getting set up. TLDR -- run the "setup.gd" editor script included with the collection to add the necessary global shader uniforms to your project settings. https://github.com/Zorochase/ultimate-retro-shader-collection?tab=readme-ov-file#readme

    By: Zorochase
  • Visual Shader - Extras
    3.5
    v1.1.0Shaders

    This addon comes with Visual Shader nodes such as procedural shapes, UV manipulation and other utility nodes.

    By: flamelizard
  • VisualShader-Extras-4.0
    4.0
    v4.0.0.1Shaders

    This addon comes with Visual Shader library of nodes such as a huge library of blending modes, SDF (signed distance field) shapes, procedural noise and patterns, UV utilities and other nodes.

    By: flamelizard
  • Motion Blur
    3.3
    vv1.0.3Shaders

    This is a camera motion blur shader for Godot. It automatically works when the camera moves and rotates - but it won't blur when anything else moves. It's really easy to use in your project! Simply: 1. Download the zip and extract it. 2. Copy the motion_blur folder into the root folder of your project. 3. In the scene of your game, select your camera node, and then click the chain icon above the scene tree to instance a scene, then select the motion_blur.tscn scene file. 4. That's all!

    By: Bauxite
  • Godot Super Scaling
    3.4
    v1.2.0Shaders

    A fast viewport scaler for 3D and 2D Godot Engine games that allows you to upscale or downscale the screen for increased performance or higher quality visuals. Supports up to 200% native resolution or down to 10%. At 50% scaling on a 3D game, you could potentially get 200% to 300% of native performance, which is key to getting higher quality graphics on low-end hardware. At scales like 90%, you could gain 25% performance with very minimal picture quality loss. Going above 100% does increase quality, however the performance cost is large and might only make sense for users with very high-end graphics cards. - Add the SuperScaling.tscn scene to your main scene tree, it should be just below the root node. - You can leave the rest of your scene tree the same, this add-on no longer requires any special node setup. - To have UI or HUD elements rendered at native resolution, you should add them to the UI Nodes property. - Select Enable on Play, this will start the scaling add-on when you play the game (cannot be viewed in editor). - Set Usage to either 3D or 2D depending on your game type. - MSAA and FXAA are controlled by the SuperScaling add-on and the project settings do not take effect. - The SuperScaling add-on does add some anti-aliasing, however you may want to also enable MSAA or FXAA or both. For the best quality and performance, it is recommended to use 4x MSAA. At higher render scales, using FXAA can help soften the image. At scales of 75% or below, it is recommended to disable FXAA as it can worsen picture clarity. - Shadow Atlas controls the shadow map size for omni and spot lights. If you only use a directional light you can set this to 1. - To control the scale of the render, use the Scale Factor setting on the top of the inspector for SuperScaling. - 1.0 for the Scale Factor corresponds to 100% of the native resolution. 0.5 will be 50% and 2.0 will be 200%. - Setting the Scale Factor lower than 1.0 will lessen the picture quality slightly, but with much higher performance. - Note that setting the Scale Factor above 1.0 results in higher definition but will have substantially lesser performance. - Please experiment with your game and your desired minimum spec to find an appropriate setting. - Also consider exposing the scale to users (within limits), so that they may tailor the experience to their level of hardware. - Smoothness controls the mix between the two scaling algorithms. 0.0 is more sharp and 1.0 is softer. - In general, leaving the Smoothness value at the default of 0.5 will have the best compatiblity at all scales. - You should avoid setting Smoothness to the extremes. Values between 0.25 and 0.75 work best. - However, this is an artistic choice and you should experiment to find the best value for your game. - In the project settings, for 3D games, the Stretch Mode should be set to disabled and Stretch Aspect to ignore. - For 2D games, the best project settings are 2d for Stretch Mode and keep_height for Stretch Aspect. - Native resolution UI nodes for 3D games can be anywhere, as long as they are added to the UI Nodes property. - For 2D games, you will need to create a Node2D and place your UI elements inside that. Then set the Z Index to 1 or above. - Be sure that Use VSync is set to On in the project settings for the smoothest performance. Turning Use VSync to Off can result in stuttering and an overall choppy experience. - One thing to note, SuperScaling will take control of your game while enabled, and you will no longer be able to edit as you play. Meaning changing variables in the inspector at run-time will not result in visible changes (though you can click the Remote tab on the left and edit values, if really necessary). - So it is recommended to leave Enable on Play off while developing, and only enable the add-on when you need to test the graphics or performance. - Since the add-on moves your game nodes into a dynamically generated viewport, using get_node() with absolute paths will no longer function. It is recommended to try to use relative paths as much as possible when getting nodes, and this is supported. There are some cases, though, where special care must be taken. In the case of scripts on the root node, and also when calling in or out of the dynamic viewport (e.g. for a UI node to affect a game object, or vice versa), since the node paths will change at run-time. In these cases, rather than absolute paths, you can use the find_node() function, which will work regardless of where the nodes might be. For example get_tree().get_root().find_node("Player", true, false). For this to work, though, all the nodes you are interested in getting this way must have unique names.

    By: cybereality
  • Flexible Toon Shader
    3.3
    v1.1.1Shaders

    A flexible toon shader for the Godot Engine with many features: 🤸Flexibility through parameters like number of cuts/bands, steepness, and wrap 🎨 Supports custom color ramps 🌈 Affected by the colors of light sources and ambient light in the scene 💡 Allows for multiple light sources ⛱️ Supports shadows and attenuation ✨ Visual extras like specular reflections and rim lighting 🖼️ Supports textures for albedo and specular New: ✏️ Experimental toon hatching shader (available as a separate material)

    By: CaptainProton42
  • Shader-Lib
    4.3
    vv2.2.4Shaders

    Visual shader node library for Godot engine. Supports all 4.2.0+ versions! Adds various extra nodes to use in built-in visual shader editor. This is incompatible for Godot 4.1, use "Shader-Lib for Godot 4.1" instead.

    By: iDigvijaysinhG
  • Shader-Lib for Godot 4.1
    4.1
    vv1.2.2Shaders

    Visual shader node library for Godot engine. Supports all 4.1.0+ versions! Adds various extra nodes to use in built-in visual shader editor. NOTE: THIS VERSION IS DEPRECATED, USE "SHADER-LIB" INSTEAD.

    By: iDigvijaysinhG
  • Godot Post Process Outlines
    3.2
    v1.0.0Shaders

    A set of shaders and a custom camera node to easily integrate post process outlines into your game. Works with both 2D and 3D games. Documentation at: https://github.com/jocamar/Godot-Post-Process-Outlines If you have any questions feel free to reach out to me on Twitter: https://twitter.com/joaomarinheiro

    By: jocamar
  • Boujie Water Shader
    4.1
    v1.0.1Shaders

    This is a fancy water shader for Godot Engine 4.1+, plus tools to build your own infinite ocean. Here's a few features of the addon: * Ocean mesh generator with multiple levels of detail * Vertex waves based on Gerstner waves * Foam waves * Shore foam at the edges of submerged solid objects * Refraction * Fresnel * Depth fog * Snell's window * Fade out many features with distance from the camera * Helper nodes for building your own ocean, like CameraFollower3D and WaterMaterialDesigner, plus example scenes and prefabs.

    By: Chrisknyfe
  • God Rays Post-Processing Plugin
    3.2
    v1.0.1Shaders

    This plugin adds a new node for giving a volumetric lighting effect to light nodes they are attached too. It also supports Lexpartizan's Sky Shader. https://github.com/Lexpartizan/Godot_sky_shader. More info in the README file. Please read it.

    By: SIsilicon
  • Visual Shader Node Library
    3.2
    v1.2Shaders

    A collection of additional shader nodes ( + examples) that can be used in the visual shader editor to achieve common tasks faster. Installation: Just download into your projekt folder. The nodes are automatically added to shader editor. Example materials can also be found in the examples folder. Changelog 1.1: New Nodes: - Screen Space Refraction (GLES 3 only) - Read Normal Map - Various Noise nodes Changelog 1.2: New Nodes: - signed distance field (SDF) operator nodes (procedural shapes and pattern) - some generally useful helpers

    By: Maujoe
  • Atmosphere shader
    4.0
    v0.4Shaders

    This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon. - Comes in two versions, one with fake colors and another with light scattering - Can be seen from inside like regular fog if you want to land on the planet - Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost - Includes experimental volumetric clouds Changes in 0.4: - Added `force_fullscreen` option to allow previewing the inside of the atmosphere in the editor - Added atmosphere ambient color to v2 atmosphere so nights are no longer pitch black - Added `*_shader_parameter()` methods, deprecated `*_shader_param` methods - Slightly improved clouds alpha blending - Decoupled alpha from color in v2 atmosphere so it no longer stops rendering in the dark side of planets - Fixed properties list not updating when setting a different shader Changes in 0.3: - Added more realistic atmosphere model based on Sebastian Lague's Coding Adventure - Added automatic optical depth baking using a viewport (Vulkan renderer not needed) - Added raymarched and animated clouds (current version is imperfect due to tradeoffs) - Added NoiseCubemap resource to generate procedural cloud coverage textures - Added small demo Changes in 0.2: - Ported to Godot 4 - Added option to blend ground depth with a sphere, to hide precision lost at high distances

    By: Zylann
  • Atmosphere shader
    3.2
    v0.1Shaders

    This contains a simple atmosphere shader usable on planets. I developped this for a tech demo I'm working on, so I thought of making it an addon. - Not realistic, but fast (no nested for loops) - Gradients of two colors for each side of the planet - Can be seen from inside like regular fog if you want to land on the planet - Switches to a cube mesh when seen from far away so multiple atmospheres can be drawn at lower cost

    By: Zylann
  • ShaderFunction-Extras
    4.0
    v0.3.0Shaders

    This addon aims to help Godot developers writing custom written shaders by providing high-level functions which are often used inside gdshaderinclude files.

    By: flamelizard
  • Voxel
    4.3
    v0.5.0Shaders

    Voxel rendering for Godot 4 based on an efficient 2-level DDA algorithm implemented 100% on the GPU as a fragment shader. This approach allows for good performance and opens up the possibility of making runtime changes to voxels at a relatively low cost. Please see the detailed description on GitHub.

    By: fviktor
  • Panoramic Sky generator
    3.1
    v1.2Shaders

    Asset that uses a viewport to generate a panoramic sky using a rayleigh and mie scattering raymarcher. Includes a sample project (be sure not to overwrite your project if you extract the whole repository)

    By: Mux213
  • Compute Shader Plus
    4.2
    v1.0.3Shaders

    This plugin adds ComputeHelper and Uniform classes that make using compute shaders easier.

    By: DevPoodlePlugins