shader_type spatial; // 设置渲染模式: // cull_front - 只渲染背面(用于制造轮廓效果) // unshaded - 不受光照影响,保持颜色恒定 render_mode cull_front, unshaded; // 定义可在编辑器中调整的参数: // outline_color - 轮廓线的颜色,包括透明度 // outline_width - 轮廓线的宽度,默认值为1.0 unifor...
The same as this: https://godotshaders.com/shader/2d-outline-stroke/ but with more detail. feel free to add suggestions for improvement. Shader code shader_typecanvas_item;uniformvec4line_color:hint_color=vec4(1);uniformfloatline_thickness:hint_range(0,10)=1.0;voidfragment(){vec2size=TEXT...
float outline = 1.0; for (int i = 0; i < OFFSETS.length(); i++) { outline *= texture(TEXTURE, UV + size * OFFSETS[i]).a; } outline = 1.0 - outline; vec4 color = texture(TEXTURE, UV); vec4 outlined_result = mix(color, line_color, outline * color.a); COLOR = mix(co...
我们定义的 width 是以像素为单位的,在 texture 函数中只能使用UV百分比,因此要把像素宽度换算成整个图片的宽度百分比 size 当前区域的上下左右及对角线共八个区域的 a 值对当前区域的 a 值求导
Outline Shader https://github.com/steincodes/godot-shader-tutorials/blob/master/Shaders/outline.shader 这个Shader 用来做人物高亮选择框,不过最好配合 Viewport 使用,在 Sprite 中使用这个 Viewport 作为贴图,然后再加 Shader 使用 两个数值这么调,正好是一个像素 ...
Learning how to use shader This list is not exhaustive - please see the course outline for a glimpse into what you're about to learn soon. I have made that course for beginner looking to understand the key concept of programming as well as for programmer coming from different engine (like...
fresnel_crystal.gdshader (@tetrapod00) gaussian_blur.gdshader (@Lexpeartha) gaussian_blur_optimized.gdshader (@Lexpeartha) glow_prepass.gdshader interactive_snow.gdshader (@tetrapod00) invert.gdshader matcap.gdshader outline2D_inner.gdshader ...
Doing the outline in 2D, by rendering some 3D geometry (e.g. characters, interactive objects) to a viewport and doing post processing on the generated texture. Making a dedicated outline mesh, per object, which Godot can generate for you in the editor. That mesh is designed to be perfect...
shader_typespatial 表明是一个用在3D场景的shader,会继承一些spatial特有的变量供你在vertex,fragment,light函数里使用 render_mode unshaded render_mode用来指定shader的一些特性,例如剔除模式,用一个outline描边shader举例 上面设置了正面剔除和不受光照,以及在vertex()做了outline的顶点外扩,fragment里设置基础色。
最近在学习shader,看到关于卡通渲染的内容后十分好奇,激起了自己的求知欲。因为很喜欢Arc System Work这家公司的卡通渲染,从GGxrd到碧蓝幻想Versus他们的卡通渲染都是独一档的。所以萌生了想要自己还原一次他们的shader同时也当做一次实践。 还原的过程当然不完全是自己的逆向出来的,还参考了一些大佬的文章,参考资料都贴...