Profile PictureFilip Rachůnek
$9.90

Shaders in Godot 4: Add stunning visual effects to your games

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Shaders in Godot 4: Add stunning visual effects to your games

$9.90
4 ratings

The sequel is out! Check out More shaders in Godot 4.

Learn how to enhance your game's graphics with impressive visual effects! This book provides a detailed guide on creating 30 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 turning your game screen into a work of art that resembles an old painting?


What does this book cover?

  1. The world of 2D shaders: 2D shaders are among the most popular techniques for enhancing the overall appearance of a game, which is why this chapter is the most extensive. It starts with a brief description of how shaders work on the GPU and an explanation of different coordinate systems for pixels, and ends with a detailed explanation of more than 15 specific effects that have wide applications in games of all types.
  2. Visual shaders in 2D: For those who enjoy creating visually and want a break from coding, I've prepared a short detour dedicated to visual shaders in the Godot editor. The theoretical section is complemented by a specific example of creating an animated symmetrical ornament, which we can easily enhance by adding new visual elements or modifying existing ones.
  3. Procedural art: If you manage to create an original visual effect with a small amount of code, you will rightfully be celebrated for the result, at least within the programming community. This chapter aims to bring you closer to creating several shaders of this category.
  4. Visual shaders in 3D: The second detour deals with an advanced form of visual shaders that are used in 3D environments. We will learn how to enhance any 3D object to make it appear as though it is hidden behind a camouflage field, or how to envelop such an object with an animated shield that creates the impression of a fluctuating electric field.
  5. Screen post-processing: The final chapter introduces the topic of working with the entire screen, which we can significantly enhance or change beyond recognition using post-processing effects. We will learn both simple techniques for 2D games and advanced post-processing in 3D environments.

Are you still unsure if this book is for you? Click here to download a free sample.

Yes, you will learn how to create such animated plasma as well:

Sample pages:

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You will get the book in PDF and EPUB format.

Pages
310
Format
PDF and EPUB
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