Cashew OldDew

@cashewolddew.bsky.social

Game Developer and Shaders Enthusiast. https://www.youtube.com/@cashewolddew Check out my blog: https://cashew-olddew.github.io/ 🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜

The free intro to shaders guide we're working on for @godotengine.org is shaping up well. It should amount to about 1/5th of a book in size. We're making sure all the techniques covered (masking, warping, procedural shapes, etc.) are common building blocks directly applicable to many game shaders.

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#Godot 4.7 is out and here are some things from the release which I will get some immediate benefit from in my projects :D First is inline shader previews. I used to break shaders up just to get this kind of functionality. I'll be able to keep way more shader stuff in-code

Screenshot of Godot shader editor 

"Inline previews of text-based shader operations

I don’t even see the code. All I see is fresnel, albedo, occlusion."

Godot shader editor screenshot with multiple broken-up shader nodes

I have never met the pixel next to me. I do not know their place, or what they do, For neither they, nor I came first to be. Yet far beyond my narrow, lonely view, The selfsame code ignites another light, We're all in isolation, separate and blue, Yet painting the same picture, perfectly aligned.

I have never met the pixel next to me. I do not know their place, or what they do, For neither they, nor I came first to be. Yet far beyond my narrow, lonely view, The selfsame code ignites another light, We're all in isolation, separate and blue, Yet painting the same picture, perfectly aligned.