FencerDevLog

joined 2 years ago
 

Hello, everyone! We already had a shader that transformed an image into an old photograph, and this time we’ll take that effect to the next level. I’ll show how a similar approach can be used to simulate old film played through a low-quality projector, meaning that various visual imperfections will also change over time.

1.1.9 (2026-06-03): Added menger_tunnel (scene and shader). Added vintage_film (scene and shader).

Thanks! And yes, check it out.

 

Hello, everyone! This time let’s make something a bit simpler, so we can take a break from overly long videos. I will create an infinite tunnel using a so-called Menger sponge, which is a three-dimensional fractal that we'll project onto a two-dimensional plane.

 

Hello, everyone! On this channel, I’ve been creating Godot shaders of all kinds, but there’s one type I’ve ignored until now - so it’s time to fix that. It’s the shader_type particles, and as the name suggests, we’ll apply it to a GPUParticles3D node. So let’s take a look at how we can create a simulation of insects flying around a light in the fog.

 

Hello, everyone! The shader we’re going to create in this video definitely isn’t one of the most useful effects for game development. It’s more of a detour from more complex algorithms and includes several interesting techniques that might come in handy. So let’s take a look at how to program a four-dimensional cube.

[–] FencerDevLog@programming.dev 1 points 4 weeks ago

1.1.8 (2026-05-12): Added insects - the first shader_type particles (scene and shader).

 

Hi everyone! The effect we’ll be creating in this video is something I had been planning for a long time, and now I’ve finally implemented it. As the title suggests, it will be a simulation of raindrops falling onto a water surface, including the typical expanding ripple circles.

 

Hi everyone! Let’s create a shader that looks like a simple radar, which can be useful for many types of games. It will be entirely generated using lines and other primitive shapes, and we’ll add some animation to it as well.

[–] FencerDevLog@programming.dev 1 points 1 month ago

1.1.7 (2026-04-29): Added raindrops (scene and shader). Added tesseract (scene and shader).

 

Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

 

Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

[–] FencerDevLog@programming.dev 1 points 1 month ago

1.1.5 (2026-04-14): Added waterfall (scene and shader). Added noise_star (scene and shader).

 

Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

 

Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

 

Hello, everyone! Let’s program this interesting effect, which allows us to successfully simulate the view through a glass window during heavy rain. The shader we create this way will have many parameters and customization options, so it can be used in a wide range of situations.

[–] FencerDevLog@programming.dev 1 points 2 months ago

1.1.4 (2026-03-27): Added broken_tv (scene and shader). Added heavy_rain (scene and shader). Added fluted_glass (scene and shader).

 

Hi, everyone! It’s time to create something small in 2D again, and since simulating old devices can be very useful in games, we’ll take a look at a shader that mimics the behavior of a low-quality analog screen.

[–] FencerDevLog@programming.dev 1 points 3 months ago

1.1.3 (2026-03-10): Added fiery_area (scene, shader and script). Added 3d_glow (scenes, shader and scripts).

[–] FencerDevLog@programming.dev 1 points 3 months ago

1.1.2 (2026-02-10): Added fractal_flower (scene and shader). Added wildfire (scene and shader).

[–] FencerDevLog@programming.dev 1 points 4 months ago

1.1.1 (2026-02-06): Added simple_edge (scene and shader).

[–] FencerDevLog@programming.dev 1 points 4 months ago

1.1 (2026-01-27): Updated to Godot 4.6. Added volumetric_fog (scene, shader and script).

[–] FencerDevLog@programming.dev 1 points 4 months ago

1.0.5 (2026-01-14): Added simple_dithering (scene and shader). Added classic_dithering (scene and shader).

[–] FencerDevLog@programming.dev 1 points 4 months ago

1.0.4 (2026-01-10): Added glass_bricks (scene and shader). Added frequency_distortion (scene and shader).

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