Catlike Coding's Procedural GPU Shaders Tutorial Series

This is a tutorial series about creating procedural patterns with shaders, so on the GPU.

It is assumed that you went through at least the first four parts of my Introduction series or are familiar with Godot Engine 4 and have written a shader before.

We start with a simple sine wave, use it to color and displace a surface, and make sure that lighting looks acceptable. From there we will progress to using more than one dimension, make fractal patterns, deal with aliasing, and progress to procedural noise patterns.

01 Sine Waves

02 2D Waves

More is still to come!

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Wow, I remember you from my Unity days. Great to see you here in the Godot forum!

Can cats do programming? :cat:

A huge thank you for making this a normal article instead of a terrible video format.

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Cheers! Been here a while already, sitting in the tutorial corner.

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Cats are terrible at programming, but I manage.

And no video tutorials from me, text all the way!

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02 2D Waves

Now we’re using both U and V to create a pattern. We also add some configuration options for per-vertex vs. per-fragment calculations, and make it possible to select which function to use to generate the pattern.

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