FencerDevLog

joined 2 years ago
 

Hello, everyone! This is a continuation of the previous tutorial, in which we created a simple dithering effect that can be used to simulate, for example, low-quality film or interference in a TV signal on an old screen. And as I promised, this time we’ll finish the topic by programming a shader for classic dithering with a regular structure.

 

Hi everyone! Let’s continue programming shaders whose code fits on a single line. This time, we’ll create an effect called dithering, which in this case means rendering an image using a heavily limited color palette.

 

Hello, everyone! The effect I’ll be creating in this video falls into the category of image distortion—that is, a simulation of an imperfect display or external interference. As we can see, this interference resembles frequency modulation of a signal and is based on a similar principle. So, let’s take a look at how this algorithm works.

 

Hi everyone! This is the first video I’ve published in 2026, and since I wouldn’t like to start the new year with something extremely complicated, this tutorial will be easy and quick. We’ll show how we can simulate a view through something like small glass blocks using a shader whose code fits on a single line.

 

Hi everyone! There are only a few days left until the end of 2025, so I’ll release one more video tutorial this year. Once again, it will be a contribution to the category of scene transitions. And I would say that the rotating vertical tiles look quite impressive. So let’s go ahead and program it.

 

Hi everyone! We’re almost at the end of the year - at least at the time of recording this video—which means we still have time for one more broken-screen effect. This time, it will be a simulation of an LCD monitor that has suffered some sort of internal malfunction or has something inside that cracked and damaged the digital signal. So let’s go ahead and program it.

 

Hi everyone! This time we’ll once again take a short break from creating shaders. Instead, I’ll describe how we can test a game developed in the Godot Engine on the Steam Deck and what needs to be ensured or verified before we release our game for this console as well.

 

Hi everyone! Didn’t I say recently that you can never have too many scene-transition effects? I’ve just created another one that can also be customized in interesting ways, so it’s basically three effects in one. Let’s take a look at how such a shader works.

 

Hello everyone! This time we’ll create a shader that simulates playback from a faulty videotape. Yes, it’s a simulation of an outdated technology that’s almost unknown today, but I still think it’s an interesting effect that can find its place in many games. So let’s get to it.

 

Hi everyone! In the previous video, we reached the set goal - one hundred shader effects, which are available in the product called Godot Shader Pack, linked in the description of this video. Of course, I plan to keep creating shaders and gradually add them to the pack, at least for as long as I have inspiration. This time, we’ll make another transition effect, and as you can see, it simulates something like a pixelated change of the background image. Let’s take a look at how easily we can program a similar effect.

 

Hello, everybody! In this video, I’ll demonstrate how we can program a shader that simulates a page turning in a book, which is definitely a very effective way to transition between scenes. So let’s launch the Godot editor and get started.

 

Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways.

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