Category: Shader Development Tutorials
GoDot – Shader – 2D – Donut Shockwave
This shader features a simple “donut shockwave”, based on the following Youtube tutorial. While the tutorial shows and explains a centric based shockwave, this shader implementation has been extended to enable arbitrary shockwave positions. Parameters force: The distortion amount within the donut circle center: The center of the shockwave size: The size of the outer …
GoDot – Visual Shader – 2D – Disolve
This visual shader features a disolve/resolve functionality, based on this Unity video. The reference shader hasn’t been converted 1 by 1, since GoDot does lack a lot of visual shader components. Parameters Border-Size: Defines how thick the desolve/resolve border should be Border-Color: The color of the desolve/resolve border GravityFactor: A factor multiplied by the Gravity …
Outline Shader
Actually I think the outline shader for a 2D game is kinda unnecessary. The loaded sprite can already be shipped with an outline. (Or, one sprite with and one sprite without an outline; if both are required) However, I kinda find it neat to dynamically apply an outline to whatever object I want to. Fundamental …
Empty Vertex + Pixel Shader
Structure The code starts with #defines we already know from C or C++. We basically map HLSL and GLSL constants (shader and vertex models, etc.) into a variable; beeing chosed during the compile time, in order to support HLSL and GLSL in one single .fx file. #if OPENGL #define SV_POSITION POSITION #define VS_SHADERMODEL vs_3_0 #define …