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Devlog 08: Popochiu updates

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First of all some news! Popochiu 2.0 Alpha 3 has been recently released and as far as I can see, it addresses all the bugs that have so far been reported!

And there’s also some new features! Refer to the project page on itch.io for more info:

https://mapedorr.itch.io/popochiu/devlog/626871/popochiu-20-alpha-3

Viewport Shaders

We’ve been super busy with other things in the last weeks, so not a lot of progress to report. I’ve been playing around with viewport shaders (post processing) to see if they could be used to add a more unique look to the game.

There’s a lot of resources online and many cool shaders can be found on godotshaders.com. Most of them are for Godot 3.x, but updating them to 4.x should not be too complicated. The good thing about the updated shader syntax in 4.x is that it’s more compatible with Shadertoy.

Here’s my usual testgame with VHS-style chromatic aberrations and some bloom on top of it.

Adding this kind of effect is pretty simple, you just add a TextureRect and SubViewport nodes.

In the TextureRect you choose the Subviewport node as the Viewport Path:

Then you add a ShaderMaterial material and point that to your shader.

Adding some bloom is even easier, just add a WorldEnvironment Node navigate to it’s Glow settings in the Inspector and tweak the parameters there. You might want to start with threshold and intensity/Strength, then change the others.

These are the settings that worked for me:


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