Pulsating light shader for round objects. This shader is based on the dot product between the face normal and the camera view vector, so it works best on smooth round surfaces with many triangles, ideally spheres. The shader has the following parameters: Albedo: base object color. Albedo's alpha channel works, but avoid using it for transparency. It is implemented to support alhpa in textures. For global transparency, use the Opacity parameter instead. Albedo Texture: texture for albedo. Alpha channel works. Saturation: higher values increase the flat color area in the center, with fast alpha slope on edges. Lower values cause blurred, softer gradients in the edges. Pulse Rate: how many times the light pulses per second. Pulse Intensity: how big the light becomes during pulses, relative to original object size. Pulses are created by moving the vertices along the triangles' normals during rendering. If applied to collideable objects, the collision shapes are unnafected. Opacity: alpha. Use this in animations to make objects fade in or out. May work with GLES2 but not tested.
3.1v1.0.0ShadersBy: fbcosentino
4.3v1.1ShadersThis tool simplifies the process of running compute shaders in Godot. It wraps up RenderingDevice methods in a way that preserves basic functionality while taking up much less space. Currently supports only storage buffers. Version 1.1 update: - Added _free_rid() function.
By: PGComai- 4.2v1.1.0Shaders
Collection of Signed Distance Functions in the form of Godot Visual Shader Language nodes.
By: kubaxius
4.2v1.0ShadersGodot 4 volumetric fog replaced Godot 3 depth fog. But depth fog feels more retro and is suitable for PSX / N64 style graphics. This impliments the camera setup required to create a Post Processing with depth-sampling fragment shader in Godot 4 ala this guide: https://docs.godotengine.org/en/4.0/tutorials/shaders/advanced_postprocessing.html It contains a scene with a 3D Camera Setup for with a Quad mesh stretched in front and uses a fragment shader to create a Distance/Depth based fog effect. The Fog also has a 2 color noise effect. The shader has input paramters to set the distance, colors and timescale of the noise. The second effect is a 2D Canvas shader that fades in from black, controlled by a script tweeen.
By: zvodd
4.2v1.0.3ShadersView volumetric data in Godot. Great for visualizing your Texture3D.
By: blackears
4.2v1.0.0ShadersThis set of shaders will let you create realistic eyeballs for your character models.
By: blackears
3.2v1.0ShadersThis plugin adds a new camera that creates a 3D anaglyph effect. For the addon itself, install only the silicon.3d.anaglyph folder. For the whole demo, install everything.
By: SIsilicon
4.4v1.4ShadersA customizable 3D mirror for Godot 4. The mirror uses a SubViewport and a moving Camera3D to create a realistic and easy-to-use mirror effect. Thanks to Norodix/GodotMirror for the original mirror system. Heavily modified by Joyless.
By: Joy-less
3.1v1.0ShadersThis simple and elegant shader allows you to outline your sprites. You can make it smooth, sharp, wide, narrow, change it's color and more! It is very easy to use and works perfectly.
By: Ponas
4.2v1.1.0ShadersFastNoiseLite GLSL Shader. Generate all kinds of FastNoiseLite noises on your GPU! Better performance, speed, and noise quality! Free your CPU from generating noise and let the GPU do all the hard work! Output of GLSL FastNoiseLite version are 99,9% equal to output of C++ version, provided by Godot.
By: M.A.G.Gen.
4.4v2.0.0ShadersThis shader will create a 3D hovering effect with mouse interaction on a canvas item like TextureRect. Also, it renders a specular highlight that changes with hover.
By: sivabalan
3.4v1.0ShadersAn example that creates single-pixel outlines around selective 3d geometry. This implementation uses viewport rendering to produce an image of geometry added to a specific cull mask layer. This viewport texture is then applied with a shader on a screen filling quad to produce a single pixel-perfect outline. Nodes within the scene are commented with useful information about how the setup works.
By: ualac
3.1v1.0.0ShadersAn very performant ocean shader that uses only a few generated normal maps to create the illusion of an actual ocean
By: creikey
4.0v1.0.0ShadersNOTICE: Uses .net 7. Does not use standard lighting, instead uses a custom object to create a light direction. This is intended so that the artists have full control over the light angle like in a lot of anime toon shading applications. Repository has documentation. A toon shader system that comes with a custom light solution, and is based off of various anime toon shading techniques. Basic how to use: Add a CharacterLight object, then add the materials you want to control to the array of ShaderMaterials.
By: Melvin8D
3.0v1.0ShadersContains shaders for * Julia fractal * Mandelbrot fractal * Sierpinski carpet Read description on Github to see how to set it on ColorRect
By: Chaosus
4.1v1.2ShadersEasyCompute is an addon that streamlines the usage of compute shaders with a user-friendly API. Simplify shader loading, buffer management, and shader execution to accelerate your development workflow.
By: Tymec
4.0v1.0ShadersFlow mapping is a shader programming technique capable of giving an illusion of motion to a static image. This shader simulates realistic wind flow with regard to perspective and distorts the provided panoramic sky. Wind direction and intensity can be changed during gameplay for more realism.
By: ELF32bit
3.1v1.0Shadersa shader that uses 255x255 px images to change the color of the object it's applied to!
By: bonziraider- 4.0
4.0v1.0.0ShadersAdds an outer or inner stroke to a texture. Just attach the shader to a ShaderMaterial and the ShaderMaterial to a Sprite2D or AnimatedSprite2D. Less suitable for textures with anti-aliased edges. Shader parameters: - color - width - pattern (diamond, circle, square) - inside - add_margins (to make room for an outline) - number_of_images (number of horizontal and vertical images in the sprite sheet) When using a sprite sheet: if the images contain a few semi-transparent pixels from adjacent images, try increasing the 0.0 at lines 41 and 69 to a value like 0.1.
By: Julian-Vos
4.2v1.0ShadersTransforms a vector between different coordinate spaces.
By: Foyezes
4.1v1.0Shaderssimple shader with 256 colors built-in made with https://www.qiuet.uk/files/colorhelper.html
By: pYMxolbo
3.5v1.0ShadersThis is a postprocessing shader using viewports. It can smoothen the specular on the margin of 3d models(also support 2d pictures), to make it less sharp. The repo contains the shader and the demo scene(res://main/Main.tscn).
By: DrunkBull
3.4v1.00ShadersInstead of fading to alpha, this shader fades to dither to achieve the same effect.
By: paperjack