[HN Gopher] Godot Shaders: View and Share Shaders for Godot
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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]
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(page generated 2021-02-04 23:00 UTC)