[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)