[HN Gopher] Godot Shaders: View and Share Shaders for Godot
       ___________________________________________________________________
        
       Godot Shaders: View and Share Shaders for Godot
        
       Author : bananaoomarang
       Score  : 167 points
       Date   : 2021-02-04 14:49 UTC (8 hours ago)
        
 (HTM) web link (godotshaders.com)
 (TXT) w3m dump (godotshaders.com)
        
       | bmurphy1976 wrote:
       | This is so cool! I wish I had the time to learn more about this
       | stuff but it's such a huge mountain to climb. Alas I'm already
       | way over subscribed with existing side-projects.
       | 
       | This looks like it has a potential to be a great resource for the
       | Godot community. Nice work!
        
         | skeeter2020 wrote:
         | I'm in a similar boat, but you really can build a "real" game
         | in Godot in an afternoon. I've done it twice, first via a
         | tutorial and again building my own thing while refering to
         | relevant docs and tutorials as I got stuck along the way (in
         | fairness this was more like a day+)
         | 
         | Skip netflix for an evening and see what you can make!
        
           | bmurphy1976 wrote:
           | >Skip netflix for an evening and see what you can make!
           | 
           | Hah! Were it that simple. I already have a backlog for my
           | backlog. :D
        
             | bananaoomarang wrote:
             | If you are looking to add some Godot I did this youtube
             | series last year and found it very satisfying + helpful in
             | structuring/building my own stuff
             | https://www.youtube.com/watch?v=mAbG8Oi-
             | SvQ&list=PL9FzW-m48f...
        
           | blensor wrote:
           | Definitely. I am building a VR game and even trying to get it
           | into the Oculus ecosystem at the moment (even though it's the
           | unlistes App Lab listing and not the official store)
        
       | mhh__ wrote:
       | Is Godot still using its own Shader language? When I tried it it
       | was a little annoying to use coming from elsewhere.
       | 
       | Tangential - I may just be lucky as I've effectively come the
       | long way round, but I find many if not all of the graphical
       | programming (Like Unreal Materials) systems in this area
       | extremely jarring and an unnecessary context switch away from
       | using my hands to type (and having such joys as version
       | control...).
       | 
       | With Unreal Engine specifically it's a little annoying that I see
       | all these features that I want to use in the engine, but I'm
       | funnelled through these blueprint-first APIs to use them - Just
       | document the C++: I don't like C++ but I've spent a lot of time
       | honing my skills in it, let me use them easily.
        
         | boterock wrote:
         | Godot shading language is GLSL with some syntax sugar. The nice
         | thing about the Godot visual shader editor is that you can
         | start from nodes, and then open the generated code panel, copy
         | it and continue from there in a code shader.
         | 
         | I think that although Godot doesn't have as much nodes, I like
         | it over unity's or unreal's editor. It doesn't try to be as
         | smart, so you get separate vertex and fragment stages, and you
         | may find issues like getting local coordinates in vertex stage
         | and normalized device coordinates in the fragment stage,
         | instead of world coordinates (like ue4 does). Which may bite
         | you at first, but it is actually nearer to what happens under
         | the hood.
        
       | remram wrote:
       | This is a nice resource but it's starting to get a little crowded
       | with the official asset library (which has a category for
       | shaders) https://godotengine.org/asset-library/asset?category=3,
       | godotmarketplace.com, godotshaders.com, and GDQuest's godot-
       | shaders repo...
       | 
       | I wish people would stick to a single location, especially if it
       | is already open-source and community-maintained.
       | 
       | This interface is nice but I wish it could have been added to the
       | existing market place instead.
        
       | offtop5 wrote:
       | I'll also say I'm loving this, well it did seem a little weird
       | epic games sponsors Godot ( absolutely an attempt to cut in a
       | Unity's market share) , I'm happy they got some funding.
       | 
       | The more engines which exist the more you can find what works for
       | you.
        
         | keyle wrote:
         | Epic wasn't taking a stab at unity. They believe in putting
         | money behind great projects to push the industry forward.
        
           | offtop5 wrote:
           | You really think they did that out of the Goodwill of their
           | hearts? 100% Godot competes with Unity , it doesn't compete
           | with Unreal ( Unreal doesn't make a real attempt to do ,2d).
           | 
           | Unity competes with both.
        
       | gabereiser wrote:
       | I'm posting blind, I haven't visited the site (yet), but can I
       | say that I'm super pleased with more Godot coverage? I am. Godot
       | is so underrated. It needs more content coverage, more tutorials,
       | more guides - like Unity has - because it's awesome, easy,
       | relatively simple and is just pleasant to work with.
       | 
       | Godot + Blender + Krita = win people
        
         | bananaoomarang wrote:
         | Godot + Blender + Krita really is a great trio of OSS projects
         | and you are right that Godot seems to slip under the radar a
         | bit. I think the project has made leaps and bounds in the past
         | couple of years and the upcoming 4.0 release also looks to be
         | pretty spectacular, so here's hoping for the future!
        
         | ognarb wrote:
         | There was a pleasant news today about Krita and Blender:
         | https://twitter.com/Blender_Cloud/status/1356968817071636482
        
           | gabereiser wrote:
           | It really is a match made in heaven. Krita is awesome and
           | amazing software. Blender is, of course, awesome too. I
           | absolutely love the fact that I can sprite something in
           | krita, bring it into blender, add weights and bones and
           | animate it. I can model a thing in blender, uv unwrap it and
           | bring it into Krita, paint a diffuse texture and bring that
           | back into Blender's shader graph.
           | 
           | Now if only we could get a large library of OSS megascans
           | textures for PBR based workflows I'd be a happy camper.
        
         | lazypenguin wrote:
         | Godot is a great engine, no doubt about it. I've played around
         | with it extensively in the past. I think it's relative
         | obscurity is due to the fact that it mainly caters to hobbyists
         | and doesn't invest as much into tooling for people actually
         | trying to ship games (especially the 3D workflows). I think in
         | time it will get there because the godot "everything is a
         | scene" workflow is the most pleasurable way I've ever built a
         | game. It's such a powerful and ergonomic workflow that I was
         | extremely productive and actually enjoyed building the game.
         | However for now it doesn't compete with unreal/unity due to
         | death by a thousand papercuts. I also question the decisions to
         | try to compete with them on a graphic fidelity level but it's
         | probably a decent move for the long term. Im hopeful for the
         | future of godot but if I want to ship a 3d game today I would
         | not use godot.
        
           | dr_zoidberg wrote:
           | > I also question the decisions to try to compete with them
           | on a graphic fidelity level but it's probably a decent move
           | for the long term.
           | 
           | I always understood this as Linietsky having some very
           | interesting ideas about 3d engines that weren't seen in other
           | ways, and the whole 3d thing being just his curiosity
           | exploring those ideas. And it certainly looks impressive.
           | 
           | I used Godot 2.0 a few years back and madea few toy games. It
           | was very fun to use, but since game dev is not my thing, I
           | left it at the side. Nice to see they've been improving so
           | many things and how it has changed in so many (better) ways!
        
           | chairmanwow1 wrote:
           | The more serious my Godot projects became, the more I became
           | aware of the limitations. Even something as simple as an
           | outline shader for a 3D object can only be implemented in a
           | relatively hacky way.
           | 
           | Nonetheless, I love using it. I'm a huge fan of Godot and
           | donate to them every year. The fact the entire engine is a
           | 30mb download is truely amazing. The editor is snappy and is
           | a breath of fresh air in the world of bloated electron apps
        
             | Qwertious wrote:
             | The more serious my Godot projects became, the more I
             | became aware of the limitations.
             | 
             | How fundamental would you say the limitations are? Is it
             | just a matter of progress? and maturity?
        
               | dkersten wrote:
               | I gave up on Godot three years ago because I couldn't do
               | something very simple: set the origin correctly on 2D
               | sprites so that they correctly show above things behind
               | them. There is a setting for it (mentioned in the docs,
               | at them time, for the exact thing I wanted) and it did
               | indeed fix it, but it also made my sprite be drawn offset
               | from where the editor showed it, which was immensely
               | annoying.
               | 
               | I hit a few annoyances like that.
               | 
               | But! Godot has not been standing still and is constantly
               | improving. I haven't had a chance to try it out again
               | since, but I wouldn't be surprised if the issue I hit
               | have been fixed. Its just important to note that it
               | doesn't have the same manpower behind it that Unreal or
               | Unity have and to temper your expectations accordingly.
               | It is a great engine, though, and getting better all the
               | time.
               | 
               | I'm also still very proud of the fact that there's a tiny
               | bit of code I contributed in godot-cpp :)
        
               | tpxl wrote:
               | I gave up and am waiting for 4.0 release when I couldn't
               | reasonably implement foreground transparency around the
               | mouse.
        
             | jordo wrote:
             | This. Same sentiment here. Although one of the greatest
             | strengths in the engine is the fact that it's open source,
             | and extremely easy to build.
             | 
             | Any limitation I've come across I've been able to modify or
             | extend with relative ease.
        
             | boterock wrote:
             | From what I've seen on computer graphics, most of the
             | algorithms are tricks and hacks... I think that in the end
             | a good engine should acknowledge that it is hard to support
             | everything, so just having a hackable interface is good
             | enough.
        
             | gabereiser wrote:
             | I completely agree. The limitations though are something
             | you'll hit in Unity or Unreal as well, just at a different
             | spot.
             | 
             | Each engine has limitations to what they provide. It's up
             | to you to extend. Godot being open source you can easily
             | extend. Unity/Unreal you'll be writing some code as scripts
             | to attach to overcome those limitations you encounter.
             | 
             | No game engine is limitless.
        
               | Sephr wrote:
               | Unreal engine has shared source and accepts PRs, so you
               | could potentially edit the source code to fix issues as
               | well.
        
               | gabereiser wrote:
               | very true. If your fix is something that would be useful
               | to others, PR away!
        
               | adrusi wrote:
               | Hopefully they give you a discount on the royalties if
               | you improve their engine for them!
        
             | moron4hire wrote:
             | > Even something as simple as an outline shader for a 3D
             | object can only be implemented in a relatively hacky way.
             | 
             | Have you tried to do it in Unity? It's also pretty hacky
             | there.
        
             | jordo wrote:
             | https://bgolus.medium.com/the-quest-for-very-wide-
             | outlines-b... FTW
        
         | HotVector wrote:
         | The only part Godot is currently lacking in is 3D, but I'm sure
         | it'll come to AAA level in the next few years.
        
           | gabereiser wrote:
           | Absolutely. Really it's only limitation is where the devs
           | spend their time. What would give current godot projects more
           | support while introducing new features.
           | 
           | The hardest part of 3D is the shading pipeline and making
           | that configurable, scriptable, both? in a way that allows
           | artistic freedom and expression.
           | 
           | My core gripe with Unity when it first launched is that you
           | can _tell_ a game was made with it (you can still kinda tell
           | today) as all the games published _felt_ the same in how they
           | ran, played, etc.
           | 
           | Those that make it look unique and give it that polish were
           | the better sellers for sure.
           | 
           | Godot will get there. I spent a long chunk of my career doing
           | a 3D game engine side-project so I get it.
           | 
           | Good news is that with PBR it's becoming a bit more
           | standardized with _how_ a rendering pipeline works.
        
       | [deleted]
        
       ___________________________________________________________________
       (page generated 2021-02-04 23:00 UTC)