Post Ax6BN5k01ZDzT2mVNo by runevision@mastodon.gamedev.place
 (DIR) More posts by runevision@mastodon.gamedev.place
 (DIR) Post #Ax6BN5k01ZDzT2mVNo by runevision@mastodon.gamedev.place
       2025-08-12T08:04:14Z
       
       1 likes, 0 repeats
       
       I'm working on a video where I use Shadertoy for a lot of the visualizations. It's quick and fun to test things and make simple procedural animations, but I really really miss a keyframe editor. Shadertoy plus a timeline with keyframes would be so powerful.
       
 (DIR) Post #Ax6BNDgOUr5u6B9jsG by runevision@mastodon.gamedev.place
       2025-08-12T11:22:55Z
       
       0 likes, 0 repeats
       
       There is an graphics application called Natron which has a Shadergraph node, and this might be the closest to what I'm thinking of. Unfortunately it seems like a daunting tool to learn, and it only support Shadertoy 0.8.8 (WebGL 1.0) and not the current Shadertoy 0.9 (WebGL 2.0).https://natron.readthedocs.io/en/v2.3.15/plugins/net.sf.openfx.Shadertoy.html
       
 (DIR) Post #Ax6BNDgOUr5u6B9jsH by runevision@mastodon.gamedev.place
       2025-08-12T08:06:55Z
       
       0 likes, 0 repeats
       
       Of course I could port the shader to Unity and do everything there instead. But it would be annoying to work with a separate version of the code (in another shader language) when the video is *about* shaders on Shadertoy.
       
 (DIR) Post #Ax6BNLXpGazgTvD0d6 by runevision@mastodon.gamedev.place
       2025-08-12T08:08:55Z
       
       0 likes, 0 repeats
       
       Even just the ability to expose variables as sliders would open up Shadertoy to much wider use cases than it's useful for today. (And I don't mean having to implement sliders inside the viewport as part of the shader itself).