#Shader

Alien πŸ‘½ Max | πŸ‡ΊπŸ‡¦ gamedevmaxim@mastodon.gamedev.place
2026-02-18

The time node has a period setting, but if you need to affect the period interval, here's how to do it. This recipe was suggested to me by my 12 year old son. His mathematical brain wrote it without even looking for examples.

youtube.com/watch?v=mQ4St2WbnaA

#gamedev #indiedev #UnrealEngine #UE5 #programming #education #shader

Kaia Vintrkaiavintr
2026-02-16

Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
shadertoy.com/view/WXtBWf

Alien πŸ‘½ Max | πŸ‡ΊπŸ‡¦ gamedevmaxim@mastodon.gamedev.place
2026-02-16

My daily experiment Unreal Engine, I just saw the similarity and decided to compare BumpOffset and CustomReflectionVector nodes

youtube.com/watch?v=H2gktt7PIR0

#gamedev #UnrealEngine #UE5 #indiedev #UnrealEngine5 #shader #education #programming

2026-02-15

Have a quick demo and explanation of shadow mapping: sibaku.github.io/site/pages/sh The most common technique to generate shadows in 3D games! Includes link to a shader implementing 3 techniques: Basic, PCF (Percentage Closer Filtering) and VSM (Variance Shadow Mapping). I think variance shadow mapping was the first time I saw Chebyshev's inequality in the wild. A precursor to learning how much probability theory factors into computer graphics!
#shader #graphics #programming #gamedev

Screenshots of all three shadow mapping techniques implemented in the shader linked in the article. The scene in all three is a cube and a sphere next to each other atop a plane, each casting shadows. On the left is the basic technique, with sharp pixelated shadows. In the middle is percentage closer filtering, with blurred, shadow edges. These edges do look a bit unnatural due to the pixel structure shining through. On the right is variance shadow mapping, where a probabilistic approach allows for nicely blurred shadows (it does have its own issues).
2026-02-15

When watching comics I was always faszinated of the dithering.

Here I coded a dithering selection depending on a noise pattern but open for using with every other pattern.

Now I think about improving it and using it for the shading of 3D models. That could look interesting and be combined with toon shaders.

#dithering #dither #pattern #noise #art #mastoart #fediart #noai #code #artwork #minimalism #creativecoding #random #arts #artistsonmastodon #generativeart #genuary #bw #comic #toon #shader #p5js #shadow

A noise area - looks like a height map - made with dithering patterns and only pure black and white.
Binbunbinbun3d
2026-02-15

Grass, water and Glass UI shaders are now available on godotshaders too!

Link: godotshaders.com/author/binbun/

TornaxO7TornaxO7
2026-02-15

Now with audio (although a bit late)! :D

Music: open.spotify.com/track/45sGyAt

-visualizer

Alien πŸ‘½ Max | πŸ‡ΊπŸ‡¦ gamedevmaxim@mastodon.gamedev.place
2026-02-15

Don't bump me, you bumper offset filter!

#UnrealEngine #UE5 #gamedev #shader

Hairy Balls! :neocat_owo_blep:

Since I've got your attention now, I've released the hair shader, it's free:

ko-fi.com/s/2822208802

It comes with a 9 page overview of the parameters and several examples and presets.

If you download and use it, please show me your artworks and report bugs. :3

#blender3d #b3d #blender #shader #fur #3d #3dart #digitalArt

Yellow text which says: Hair and Fur Extended for Cycles on a 3d renderd background with a snow leopard pattern.
Nausica'art accountnausicaa@mastodon.art
2026-02-14

I made a hatching shader in Godot !

It's a post processing effect based on a difference of gaussian to extract edges and hatch them accordingly.

Love the result, I'd like to use it with a pen plotter now !

#Godot #shader #NPR #penplotter

3 images hatched, two women and a man, in 4 tones depending of the darkness to giveA zoom on the eyes of a woman to show how the shader evolves when zooming : we see more details hatched
Binbunbinbun3d
2026-02-14

Glass UI shader is now freely available by the way!

Link: binbun3d.itch.io/fluid-glass-ui

2026-02-14

Implemented a drop shadow in my game, while its visually a bit odd it does greatly help with landing on platforms as you can see exactly where you are. #ScreenshotSaturday #GodotEngine #GameDev #Shader

thomastc | frozenfractalthomastc@mastodon.gamedev.place
2026-02-13

Finally figured out the right way to combine SSR reflections and refractions in a #Godot #shader.

Refraction goes into ALBEDO, mixed with the water's own colour depending on the length of the refracted ray.

Reflection is harder: it cannot go into ALBEDO or EMISSION because it will be added to the value read from the radiance cubemap. But this is exactly what RADIANCE is for: replacing the value sampled from the cubemap with my own. Overly bright reflections are now gone!

#GodotEngine #shaders

A sea surface with two islands, reflected in a pixelated way. In the foreground is a yellow cylinder sticking out of the water which is also reflected a bit, but we can also see part of it under the water surface.
2026-02-13

Today's article: sibaku.github.io/site/playgrou Visualizing the stretching and squishing that happens when you transform coordinates with a function, for example Cartesian to polar coordinates. If you remember substitution in integrals from school: This is just that factor in any dimension! #math #visualization #shader

Screenshot of the shader linked in the article. On the left side, a regular 2D grid is shown. This is transformed to the shape to the right. The inside of each transformed gridcell is colored according to how much the original cell is squished or stretched. The transformation is continuously interpolated between different transforms
totetmatttotetmatt
2026-02-13

The AI for the Charger is very simple right now and rough. Something I want to work more on going forward

#gamedev #indiegame
#coding #dev #indiedev #unreal #madewithunreal #gaming #videogames #gameplay #3d #blender3d #UnreaEngine5 #animation #shader #nature #coding #conceptart #ai

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