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Cake day: October 18th, 2023

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  • FencerDevLogOPtoGodotGodot 4: Rainy window shader (tutorial)
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    17 days ago

    Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.

    Like this:

    vec2 drop_layer(vec2 uv, float time) {
    	vec2 grid = vec2(grid_x, grid_y);
    	vec2 drop_uv = fract(uv * grid);
    	drop_uv = 2.0 * drop_uv - 1.0;
    	vec2 drop_size = drop_uv / grid;
    	return drop_size;
    }
    
    

























  • FencerDevLogOPtoGodotGodot 4: Glass Door shader (fast blur tutorial)
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    9 months ago

    Well, Godot is a lightweight engine, so it doesn’t have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can’t be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.