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Godot 4 Bistro vs. Bistro with Color Correction, Panini Projection, Chromatic Aberrations, and stuff (Shader).

The default Look is way too saturated and warm (even for sunset), up to the point where certain areas were crushed and details were lost. Be wise: colors are contextual!

#GodotEngine@GameDEV
#Shaders@GameDEV
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A better posterization shader with color ramp (+ pixelization to achieve retro look)

#Shaders@GameDEV
#GodotEngine@GameDEV
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The Godot Shaders Bible (from the creator of the same Unity book) is gonna be released soon. You can get a free sample now! (Available in English and Spanish)

Get it here (the subscription is optional): https://jettelly.com/store/the-godot-shaders-bible

#Tutorials@GameDEV
#GodotEngine@GameDEV
#Shaders@GameDEV
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Radiance Cascades Global Illumination (the one that will probably be a part of the upcoming Godot solution, mixed with their Voxel-based HDDAGI).

The initial solution of Radiance Cascades for 3D lighting was created by Path of Exiles 2 developers. And by Alexander Sannikov, who posted his experiments for the last couple of years.

But this one runs even on a phone. And it's beyond screen space!

https://www.shadertoy.com/view/X3XfRM

#Shaders@GameDEV
#GlobalIllumination@GameDEV
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One fella made a complex weather system and then a local weather system for this game!

#IndieGames@GameDEV
#Shaders@GameDEV
#VFX@GameDEV
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Bent Normals in Godot 4.5:

The first one is the new Bent Normals setup, the right one is without Bent Normals.

1. The new feature allows much better lighting with fairly cheap self-shadowing and no light leaking. It's still worse than RT, but much better than just Ambient Occlusion.

2. It's being used with AO, not as the replacement of it. Inside the shader I don't even have extra maps, I use Normal and AO + scaling to make Bent Normals.

#GodotEngine@GameDEV
#Shaders@GameDEV
#Rendering@GameDEV
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