I have just published a new book, this time dedicated to creating shaders in Godot. Learn how to program your own visual effects!

Learn how to enhance your game’s graphics with impressive visual effects!

This book provides a detailed guide on creating 30 spectacular shaders in Godot 4, including thorough explanations of their algorithms and parameter settings. Each example comes with complete source code that you can use in your projects without restrictions.

So, how can you get it?

Please visit Shaders in Godot 4: Add stunning visual effects to your games for more information and a free sample (50 pages out of 310).

Thank you for reading this. Good luck with your games. :sunglasses:

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Do they need advanced GPUs all the time?

No, this isn’t ray tracing or anything similarly demanding. An average GPU should suffice.

A better question is probably - do they all work for web export without performance penalty?

I’ve never tried web export, but I don’t see why these effects shouldn’t work without significantly impacting performance. At least most of them. More complex ones, like plasma or edge detection, might be worth testing. I can test it and we’ll see.

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WebGL standard is not the same as Vulcan, and may process some maths with CPUs. Or just doesn’t have enough resources / formats to do effective calculations.

My laptop had some very ancient GPU, and when a game tried to use some fancy shader for the win screen, the FPS went below 1 and the hardware overheated quickly. But web compatibility is more important now.

I think Shadertoy uses WebGL 2.0, and even quite complicated shaders run pretty quickly and smoothly. It doesn’t seem to me that they couldn’t handle efficient calculations. But it also depends on the performance of the GPU, of course. Many shaders, especially those that generate complex 3D scenes, are not intended for older configurations.

Does your book cover vertex shaders?

No, only fragment shaders.

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