The Godot Shaders Bible: Everything you need to know about shaders to improve your game’s graphics, explained in a clear, step-by-step way.

$49.99
by Fabrizio Espindola

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Everything you need to know about shaders to improve your game’s graphics, explained in a clear, step-by-step way. Key Features. Introduction to Mesh Composition. - Lighting and Rendering. - Procedural Shapes and Vertex Animation. - Advanced VFX and Post-Processing. Who this book is for. Godot enthusiasts who want to learn shader language step by step. - Game developers looking to improve the graphics of their games. - Artists who want to transition into technical art for Godot game development. About This Book. Designed for both absolute beginners and seasoned developers, this in-progress project aims to deliver 360 pages on shaders—from the ground up—with no prior experience required . You will learn the fundamentals of Godot’s shader language , master essential math concepts , and gain a clear understanding of rendering pipelines in a beginner-friendly manner. You will progress from simple color tweaks and basic shapes to complex effects such as cloud simulation, stylized shading, and screen-space VFX (post-processing and UI). Dive into vertex manipulation, and even lighting models —all through practical, step-by-step examples that reflect real-world game development scenarios. What’s Inside. 1. Introduction to Mesh Composition. Godot’s shader language. - Built-in Variables and Functions. - Render Pipelines. - Spaces and Matrices. - Shader Types. - Shader Stages. 2. Lighting and Rendering. Godot PBR. - Lambert Shading. - Fresnel Shading. - Hemisphere Shading. - Phong Shading. - Anisotropic Shading. - Normal Mapping. 3. Procedural Shapes and Vertex Animation. Vertices, Time, and Animation. - Rotation using Quaternions. - Rotation using Matrices. - Math and Procedural Shapes. 4. Advanced VFX and Post-Processing. CanvasLayer and Post-Processing. - Camera, Distance, and Fade. - Ray Marching and 3D Shapes. - Porting from Shadertoy. - Introduction to the Stencil Buffer.

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