Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
-
Usually we think of rendering as “turning our scene into a frame on the screen”.
-
This article expands on the previous parts of the grass rendering series and makes it feasible for real-world use with a level-of-detail system utilizing impostors.
-
When starting up an empty 3D scene in Godot, the editor provides a default lighting and environment setup.
-
In the previous part, Grass Rendering Series Part 2: Full-Geometry Grass in Godot, we worked on placing and shading blades of grass to get a realistic-looking field of grass into our scene.
-
In this second part of the Grass Rendering series, we’ll go over one possible implementation of grass in Godot.
-
This is part 1 of a multi-part series on grass rendering.
-
When we use a camera in a game, it’s usually to choose what the player sees and send it to the monitor.
-
Handpainted Light Shader: Cross-Hatching in Godot showed how to use textures in light shaders to apply hand-painted shadows.
-
In Understanding Godot Light Shaders and Light Calculations by Implementing a Toon Light Shader, we discussed light shaders and how you can use functions like step() to switch from realistic to toon lighting.
-
In Introduction to Shaders, we discussed the two most common shader types: Vertex and Fragment.
-
In this post we’ll go through the process of making a simple lightning VFX using a shader, from conception to implementation.
-
Overview Shaders are everywhere, but these days you rarely have to write them yourself.