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  1. Usually we think of rendering as “turning our scene into a frame on the screen”.

  2. 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.

  3. When starting up an empty 3D scene in Godot, the editor provides a default lighting and environment setup.

  4. 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.

  5. In this second part of the Grass Rendering series, we’ll go over one possible implementation of grass in Godot.

  6. This is part 1 of a multi-part series on grass rendering.

  7. When we use a camera in a game, it’s usually to choose what the player sees and send it to the monitor.

  8. Handpainted Light Shader: Cross-Hatching in Godot showed how to use textures in light shaders to apply hand-painted shadows.

  9. 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.

  10. In Introduction to Shaders, we discussed the two most common shader types: Vertex and Fragment.

  11. In this post we’ll go through the process of making a simple lightning VFX using a shader, from conception to implementation.

  12. Overview Shaders are everywhere, but these days you rarely have to write them yourself.