More shaders in Godot 4: Add stunning visual effects to your games
Once more, learn how to enhance your game's graphics with impressive visual effects! This book builds upon the previous Shaders in Godot 4: Add Stunning Visual Effects to Your Games and brings additional information and algorithms for visual effects that can bring your games to life.
This time, it also includes a sky shader and an elaborate introduction to ray marching.
The book is a comprehensive guide on creating 33 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.
Once you purchase it, you'll get a lifetime access to all future versions!
How about adding a fully configurable magnifying glass to your game?
What does this book cover?
- More fun with lines: Shaders are an excellent technology for creating visual effects purely through mathematical calculations, and one popular approach is crafting impressive visuals composed of simple geometric shapes - lines, circles, square grids, hexagons, and so on. In the first chapter, we will focus on this topic and showcase 14 algorithms that can enhance the visual aspects of our game.
- To the sky and beyond: What I briefly hinted at in the first book has now been developed into a fully functional example. We will explore how a sky shader works and what is needed for it to seamlessly complement the environment of our 3D scene. Additionally, we will revisit advanced post-processing and create an effect that renders a 3D scene to resemble a pencil drawing on paper.
- The transformed screen: The possibilities for altering or enhancing a game's screen output are endless, and this category of shaders once again has its own chapter. Through 15 examples, we will explore fascinating algorithms that didn’t make it into the first book and demonstrate all the creative ways we can manipulate the screen when we’re unafraid to experiment.
- When the rays marched: Finally, I’ve prepared an introduction to ray marching technology, which serves as a gateway to the world of shaders where skilled programmers can generate vast 3D scenes, complete with lighting, shadows, reflections, refractions, and other essential effects. Using a simple example, I’ll explain the basic algorithms, accompanied by illustrative images and complete source code.
Are you still unsure if this book is for you? Click here to download a free sample.
We can create even such surreal post-processing effects using shaders from this book:
You will get the book in PDF and EPUB format.