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Godot Shaders: How to Make Animated 2D Fog (Procedural)
Timestamps:
Step 0 – Setting Up: 1:39
Step 1 – Making Random Numbers: 4:49
Step 2 – Making Perlin Noise: 8:31
Step 3 – Fractal Brownian Motion: 15:39
Step 4 – Distortions, Moving Distortions: 19:15
Source available on GitHub: https://github.com/Gonkee/Gonkees-Shaders
The Book of Shaders: https://thebookofshaders.com/
Music: Soul & Mind by E’s Jammy Jam
https://www.youtube.com/watch?v=bhuFBBWRw2k
Thanks for watching…
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Gonk
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25 responses to “Godot Shaders: How to Make Animated 2D Fog (Procedural)”
It looks epic and better. But the problem with this is that it may consume a lot of memory since it runs behind constantly. There may be another way to do it. I have it in my mind. Thinking like in photoshop.
Amazing tutorial! Keep up the good work 🙂
This is quite a calculation heavy shader though. Be careful to use it sparingly
U sound kinda australian
So if we want to implement this shader in a game, we have to attach it to the camera object?
Awesome tutorial, I really don't have any knowledge in shaders, but you made it really easy to follow, thanks!
Hoooly smokes what a great video!!
more 1 subscriber o/ awesome video
Great tute, very clear and focused.
Wow, this is amazing! Following your example, one can make lots of neat effects with shaders. Thank you for sharing!
Awesome video!
I would just like to point out that you said that the floor function would return the integral part of the float, but actually floor rounds a number towards negative infinity. floor(1.5) is 1 but floor(-1.5)is -2. To really get the Integral part one should truncate the number, which is the trunc() function
You deserve…all the suscribers
Small tip how to make color of the fog easily changeable in Editor:
1. Replace
uniform vec3 color = vec3(0.35, 0.48, 0.95);
with
uniform vec4 color : hint_color;
2. Replace
COLOR = vec4(color, final);
with
COLOR = vec4(color.rgb, final);
Now you can set your fog color right in Editor! 🙂
Is it CPU intensive?
Wow! You really have a great future making tutorials, if you wish. I see that you celebrated 1k subs and that means that you want to grow your channel. You have the kind of the style and depth as this other guy Traversy Media. Check him out. He has over 500k subs and has made udemy too. He gets around 40k views on each video and posts 3 or 4 times a week and around 700k+ views a mouth. I think you can be that guy for Godot and push it to the heights of Unity and Unreal. This community needs someone like you. Thanks.
This is so cool bro, you need to keep doing these tutorials
, Like and subscribe 😀 (Y)
Wooow more like videos like this.i subscribe
Thanks for this, love your style! Keep it up, you're going somewhere 🙂
I guess you can using vscode with autosave functionality 😉
extremely useful tutorial btw, parametric stuff is always much appreciable !
I was having a problem with your fog shader code. I was getting an error on line 10
return fract(sin(dot(coord, vec2(56, 78)) * 1000.0) * 1000.0);
I changed the vec2 values to floats by adding .0 at the end, it fixed the problem.
Great explanation-skills and a fine outcome as well. You woke my curiosity in experimenting with shaders. Thank you.
Take your time for creating your videos. So far, I really appreciate your work (watched the water-shader today).
Love it! I was looking for more tutorials in Godot and Your tutorial was pretty good, it's easy to follow your train of thoughts. Congratulation and I hope you can keep creating new tutorials for in Godot.
For now, get my like and subscribe!
(also, just starting to watch your tutorial – Godot Shaders: How to Make Procedural Animated 2D Water. I'm really interested in knwoing how to do it!!!!)
Thank you very much!!!
Fantastic tutorial was incredibly clear and straight forward. Well done!!
Keep making godot tutorials. 🙂
Subscribed!