Clare Pearce
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fishtaod.bsky.social
Clare Pearce
@fishtaod.bsky.social
Lead Game Designer @ Digital Sun | Forge
Portfolio : http://fishtaod.wixsite.com/portfolio
For the fragment part, the shader mixes a base color with the screen texture (what is behind the mesh), which it distorts according to the noise texture, to simulate refraction.
+ Some fresnel effect.

...It's all somewhat basic stuff, but all put together, it looks nice. :)

3/3
November 22, 2024 at 4:39 PM
The shader scrolls the mesh's UV and offsets vertexes following a noise texture, both forwards and downwards, creating the impression of varying volumes of water falling irregularly.

2/3
November 22, 2024 at 4:37 PM
@piponazo19.bsky.social, @rekystudios.com, @duskitten.cubiixproject.xyz, @realkotob.bsky.social

To make this, I used:
- meshes <-- uv scrolling shader (see next posts),
- billboarded animated sprites layered over mesh,
- volumetric fog volume,
- particles,
- point lights behind waterfall

1/3
November 22, 2024 at 4:36 PM
O brother... Love this (and the other ones you shared). Inspired me to make my own screen-based vertex snapping in Godot. So thanks. :)
November 21, 2024 at 10:21 PM
A #vfx experiment I did a while back. #GodotEngine
It still makes me thirsty watching it. 🌊🤤🥛
November 21, 2024 at 12:19 PM
Fun, right!? :)
The shader snaps vertices to a grid (part of a psx shader I was working on). In this case, it is centered on the camera view. So when you move, so does the grid. #godotengine
November 18, 2024 at 3:52 PM
Adapting to the ever-shifting faces of social media.
I hope I can find everyone I was following over there!
#godotengine #indiedev #gamedev
November 18, 2024 at 1:16 PM