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Godot 4: Polar coordinates (tutorial)

Hi everyone! As I mentioned in the previous video, it’s currently July 2025, and during this holiday period, I don’t have as much time for complex tutorials, so instead, I’ll go with slightly simpler topics. Today’s video will be dedicated to polar coordinates, and in the end, it might even result in a pretty useful effect.

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Godot 4: Raymarching, part 7 (tutorial)

Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code.

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Godot 4: 3D Particle Trail (tutorial)

Hi everyone! This time, we’ll take a short break from shaders and look at an equally interesting technology — particle systems in Godot 4. It's not the first time I’ve showcased something like this — for example, the fire and smoke we had here quite recently. In this tutorial, we’ll create a quite useful effect: a trail behind a moving 3D object, with the trail based on the same shape as the object itself.

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Godot 4: Voronoi mosaic shader (tutorial)

Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games.

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Godot 4: Raymarching, part 6 (tutorial)

Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works.

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Godot 4: Ripple transition shader (tutorial)

Hey everyone! Today's tutorial is a little bit special because it covers an effect that has been part of my Godot Shader Pack for several weeks now. However, I believe it deserves a more detailed explanation for those who not only want to use this shader but also understand how it works. So, let’s get into it.

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Godot 4: Raymarching, part 5 (tutorial)

Hi everybody. Let's continue our series on modeling 3D scenes using shaders and raymarching technology. In the previous fourth part, we managed to render the scene from any position and at any angle, which is very useful in itself, but we were still rendering each object in the same monotonous color. This time, we'll fix that detail and rewrite our code so that we can assign a different material to each object.

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Godot 4: Shader debugging (tutorial)

Hi everyone! I think every shader developer has at some point found themselves in a situation where they needed to determine certain values in the fragment function, especially when the shader wasn't behaving as expected. The problem is that the shader runs on the GPU, so we don't have anything like an output console available. So, how can we solve that? There are some options, and I’ll demonstrate one of them in this tutorial.

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Godot 4: Square tunnel shader (tutorial)

Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it.

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filiprachunek.gumroad.com Godot Shader Pack

Would you like to add great-looking visual effects to your game made in the Godot Engine? Then you're in the right place! This pack contains 91 shaders from my own collection, ready to use immediately in any free or commercial product.There's no need to copy anything from a book or slowly create a s...

Godot Shader Pack

Many people asked for it, so I created and released a new product: 80 shaders from my collection, ready to use in any project. Plus bonuses. 😎

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Godot 4: Fire and smoke in 3D (tutorial)

Hi everybody. You might remember that the fire effect created using particles in Godot 4 was one of the first tutorials I published on this channel. Since then, more than a year has passed, the Godot Engine has evolved a lot, and many things have changed in the editor as well, so the original video is no longer very usable with the latest version of Godot (currently 4.4). That's why I decided to create a new, up-to-date, and improved tutorial, which we're about to dive into.

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Godot 4: Kaleidoscope shader (tutorial)

Hey everybody! Let's go back to two dimensions, and take a look at how to create the effect you're currently seeing in the background of this video. It's basically something like a kaleidoscope, for which we need a source image and parameters like the number of segments, or the rotation speed. So let's go ahead and program this shader.

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Godot 4: Candle flame shader (tutorial)

Hey everyone! This time, we'll be playing with fire. It's not the first time I've created a fire shader, but back then, I used a noise texture and a curve as a parameter, which significantly simplified the whole process. Now, we'll try it without such tools and generate a candle flame, which, as always, will have plenty of parameters for further adjustments. So let's get to it.

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Godot 4: Simple spinner shader (tutorial)

Hey everybody! Recently, we created a shader that simulated an analog clock using polar coordinates, and we'll stick with this type of display a little longer. This time, I'll demonstrate how to program a fully customizable spinner based on similar principles. So, let's start coding!

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Godot 4: Raymarching, part 4 (tutorial)

Hi everybody! I hope the previous episodes have piqued your interest and that you're motivated to learn more tricks for rendering a 3D scene in 2D shaders. As you may have noticed, so far we've been able to change the camera's position, but not the direction it's facing, meaning it was fixed straight ahead, which has been somewhat limiting. In this video, we'll solve this problem, so that by the end, we'll be able to aim the camera anywhere or even set it up as an orbiting camera. So, let’s do it.

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Godot 4: Raymarching, part 3 (tutorial)

Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum.

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Godot 4: Analog clock shader (tutorial)

Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today.

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Godot 4: Julia set shader + mouse events (tutorial)

Hi everyone! In this video, I would like to demonstrate a shader that reacts to mouse clicks and movements. It is a variation of a shader displaying the Mandelbrot set, which I created here about a year ago. This time, however, we will enhance it by adding the Julia set at a point chosen by the user, and we will add more control elements, all of which will be controlled by the mouse.

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One-click 3D model to 2D sprite in Godot 4.4 (tutorial)

Hi everyone! In this video, I won't be showcasing any shader. Instead, I'll show you a trick for easily generating 2D sprites from 3D models in Godot Engine 4.4 or higher.

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Godot 4: Tilted square grid shader (tutorial)

Hello everybody! In this video, I would like to create an effect that transforms a scene into its pixelated version. We've seen that before, right? But this time, we won't settle for ordinary square objects—we'll tilt them a bit to create a diagonal grid with an adjustable size. Let's take a look at how such an algorithm works.

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Godot 4: Rainy window shader (tutorial)
  • Thanks! The offset of UV coordinates works like refraction, localized to the corresponding cell of the defined grid. Without using a noise texture, such light refraction would be circular, similar to the magnifying glass effect. However, this approach creates slightly irregular shapes, which better simulate droplets on a window pane. If you reduce the drop_layer function to its absolute minimum, you should see the mentioned grid before the shaping and movement of the droplets.

    Like this:

    vec2 drop_layer(vec2 uv, float time) {
    	vec2 grid = vec2(grid_x, grid_y);
    	vec2 drop_uv = fract(uv * grid);
    	drop_uv = 2.0 * drop_uv - 1.0;
    	vec2 drop_size = drop_uv / grid;
    	return drop_size;
    }
    
    
  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)FE
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