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#Shaders

Latest posts tagged with #Shaders on Bluesky

Posts tagged #Shaders

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Wild Harvest: Berries Grow, harvest and collect your own set of vibrant berries. Ready-to-play FX, color customization and UI icons included.

#Gathering #Harvestable #Fruit #Groundfoliage #Interactive #Plants #Animated #Blueberry #Bushes #Foliage #Props #Shaders #Strawberry #Blackberry #Growing

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instead of working on tools+important things today, taking a mental health day to chill+cook some ideas for stylized impacts done by unioning impact point data in a single pass damage shader w/ some nonsense maths to get some cool patterns without per-impact texture fetches. #godot #shaders #gamedev

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🚨 #AmplifyShaderEditor update!🚨

▶️ 1.9.9.9 is here!

🆕 New Versioned Template System + Template Manifest 📦
🛠️ Unity 6000.4 support
🔍 Unity 6000.5 preview
✔️ And much more!

Check it out: assetstore.unity.com/packages/too...

#Unity3d #Gamedev #Shaders

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We’ve prepared yet another Defold example for 1.12.3 release showing how to do texture scrolling ↔️

It's great for background scrolling texture, flowing water, parallax details, glowing surfaces, and more!

#MadeWithDefold #gamedev #indiedev #shaders #vfx #graphics #solodev #gameengine #tutorial

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Screenshot of the Godot Engine editor split into two panels. On the left, a 2D viewport displays the shader output: sweeping diagonal bands that curve from the top-left corner outward, colored in rich burnt orange and deep violet/purple, with a grainy noise texture overlaid. On the right, the Shader Editor shows 29 lines of GLSL-style code. The shader defines a custom noise() function using fract, sin, cos, and dot operations to generate pseudo-random values, then samples it at two different UV scales (0.005 and 4.78), multiplies them together, and uses the result to mix between an orange (vec3(0.8, 0.4, 0.2)) and a dark blue-purple (vec3(0.0, 0.0, 0.6)), creating the layered banded pattern visible in the viewport.

Screenshot of the Godot Engine editor split into two panels. On the left, a 2D viewport displays the shader output: sweeping diagonal bands that curve from the top-left corner outward, colored in rich burnt orange and deep violet/purple, with a grainy noise texture overlaid. On the right, the Shader Editor shows 29 lines of GLSL-style code. The shader defines a custom noise() function using fract, sin, cos, and dot operations to generate pseudo-random values, then samples it at two different UV scales (0.005 and 4.78), multiplies them together, and uses the result to mix between an orange (vec3(0.8, 0.4, 0.2)) and a dark blue-purple (vec3(0.0, 0.0, 0.6)), creating the layered banded pattern visible in the viewport.

🧪 trying to create an interesting noise

#godot #godotShaders #gamedev #shaders

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We did a lot of #gamedev before tackling any graphics beyond placeholders because we started with a physical card game

But it's time to program #shaders which is its own special hell that we wade deeply into because we want the practice and knowledge of doing it

Real #indiedev starts now

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🤫 Shhhh! the sprites are resting

#godot #godotShaders #gamedev #shaders

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Set up some proper materials for the npc's buildings and made them fully recolourable. :)

#indiedev #solodev #gamedev #CelestialRift #building #masks #coloring #shaders #settlement #naga #jotun #simulation #roguelite #fantasy

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Been studying 2D shaders in Godot and realized most exercises are cool to look at but wouldn't make it into a real game.

What shaders do you actually reach for in real projects?

#godot #godotShaders #shaders #gamedev

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Building Animation, Trailer, & Pitch Deck Stuff This month was quieter on the technical front, but I still had two cool things to show off: a new building spawn animation and a new more gameplay focused trailer. Beyond that, most of the month went ...

Really happy with the new building animation. Yay #WGSL #shaders the #Bevy implementations are really nice. Also a new trailer and some back end #GameDev / #indiedev stuff. Not too much technical but a few cool visuals. exofactory.net/blog/2026-04...

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Tried to make a "texel lighting/snapping" shader and used it on an old rain thing I made

#godot #godotengine #shaders

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Emerald Central ep. 9 [making farm for big tree work] www.twitch.tv/melgrace98 #minecraft #minecracftbuild #EmeraldCentral #smp #shaders #stream #streamer #tree #megatree #minecraftbuild #trans #emerald #uwu #pretty #proud #promosky #minecraftsmp

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HueGrid — Create Stunning Gradients with 22+ Modes Create stunning gradients with 22+ modes — noise, dither, aurora, mesh, cosmic, liquid chrome, and more. Export as 5K images or code.

#Design #Launches
HueGrid · Create and explore vivid patterns and gradients ilo.im/16bvh6 by Taimoor Nasir

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#Generators #Patterns #Gradients #Shaders #WebGL #UiDesign #WebDesign #Development #WebDev #Frontend

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Uploaded a few flares to godotshaders!

Link: godotshaders.com/shader/vfx-l...

#godot #godotengine #shaders #vfx

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finally got around messing with #shaders in bevy
not the effect I was going for, but I like it

#bevy #screenshotsaturday #gamedev

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Built on sex-land.playit.pub

Using a litematica mod but still took me over 3 days because it’s very hard to get over 7000 smooth quartz.
#minecraft #modernhouse #modernvilla #minecon #mineconcape #cape #shaders

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Poor mushroom 👊🍄

#godot #godotShaders #gamedev #shaders

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How to Use Shaders in React (2026 WebGPU / WebGL Tutorial)
How to Use Shaders in React (2026 WebGPU / WebGL Tutorial) YouTube video by Shaders

#shaders 4 everone

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Was working on these status effect things and I needed a mannequin character for seeing how it looks so I dug around a bit and found a very very old character model I made years ago.

#godot #godotengine #vfx #shaders

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Working on layering billboard clothing over NPCs for super-efficient crowds.

Mostly for performance.
Partly for capes.

#gamedev #indiedev #unity #Shaders

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shaders are fun
(this water shader is unfinished)

#indiedev #shaders #gamedev #physics #coop #multiplayer #netcode

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Godot Engine editor screenshot showing a canvas shader exercise called "Pac Man". The viewport displays a 6x6 grid of pac-man shapes in varying shades of purple, pink, and white, each rotated at different angles. The shader editor panel shows a rotate() function using sin/cos matrix math applied to UV coordinates. The shader preview panel in the top-left shows a colorful checkerboard pattern. Shader parameters include Grid Size (6), Circle Size (0.4), and a pink Color value.

Godot Engine editor screenshot showing a canvas shader exercise called "Pac Man". The viewport displays a 6x6 grid of pac-man shapes in varying shades of purple, pink, and white, each rotated at different angles. The shader editor panel shows a rotate() function using sin/cos matrix math applied to UV coordinates. The shader preview panel in the top-left shows a colorful checkerboard pattern. Shader parameters include Grid Size (6), Circle Size (0.4), and a pink Color value.

Trying to wrap my head around the math involved to rotate an uv.

Thanks to @binbun3d.bsky.social for the UV manipulation article!

bun3d.com/tutorials/uv...

#godot #godotShaders #gamedev #shaders

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👀¿Te quita el sueño los #Shaders y #VFX de tu proyecto en #Unreal ?

🎮 Participa en el programa de preincubación 2026 y cuenta con nuestro mentor en #TechArt Roger Llovera para guiarte👏

📅 Deadline: 5 de abril
 👉Aplica! http://levelup-gamedevhub.com/preincubacion/

#gamedev #indiedev #UE5 #GameArt

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#womeninstem #art #shaders #2d #2danimation #indiemusic

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Nvidia rolls out its fix for PC gaming's "compiling shaders" wait times https://arstechni.ca #precompile #microsoft #shaders #Gaming #gaming #NVIDIA #Intel #pc

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Released my new Godot Hit FX: binbun3d.itch.io/hit-fx

I've learned a lot in the past months and want to explore new things, so this pack will be the first in my next Binbun Effects Collection Vol. 2.

#godot #godotengine #vfx #shaders #gamedev #indiedev

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Screenshot of the Godot 4.6 editor showing a wave pattern shader in development. The viewport displays a colorful procedural texture on a Sprite2D node, featuring interlocking S-shaped curves in magenta, blue, yellow-green, and black. The shader editor panel shows GLSL fragment shader code using UV distortion via sine waves and mod/floor logic to create striped color bands. The Inspector panel on the left shows exposed shader uniforms: Frequency (20.0), Amplitude (0.04), Speed (1.0), Stripes Count (8), and color pickers for Background, Color 1 (magenta), Color 2 (blue), and Color 3 (yellow-green). The file is named wave.gdshader and the scene is labeled "Wave Pattern."

Screenshot of the Godot 4.6 editor showing a wave pattern shader in development. The viewport displays a colorful procedural texture on a Sprite2D node, featuring interlocking S-shaped curves in magenta, blue, yellow-green, and black. The shader editor panel shows GLSL fragment shader code using UV distortion via sine waves and mod/floor logic to create striped color bands. The Inspector panel on the left shows exposed shader uniforms: Frequency (20.0), Amplitude (0.04), Speed (1.0), Stripes Count (8), and color pickers for Background, Color 1 (magenta), Color 2 (blue), and Color 3 (yellow-green). The file is named wave.gdshader and the scene is labeled "Wave Pattern."

🌊 Wave pattern

#godot #godotShaders #gamedev #shaders #godotEngine

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I've been learning a lot more of TouchDesiger lately! Here's some sketches I made using POP operators to turn kinect tracking data into GPU-based particle systems +
#touchdesigner #azurekinect #shaders #particlesystem #creativetechnology

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seventeenth time reuploading this because the cdn hates me but here's a realtime jpeg shader i've been working on for a while :3

#gamedev #godot #shaders

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Being able to write arbitrary colors to our bloom target (post pre filtering) is now my favorite thing, feels very freeing lol

lowk wanted to do this ever since @dreamgirlgames.bsky.social showed off their vfx shader with custom emission color output ontop of base render

#gamedev #shaders #unity

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