Nice video. Why do you multiply the UV coordinates by noise_scale when sampling the noise texture? Isn't this the same as changing the frequency of the noise texture? Apparently not because the results don't look the same. But I expected them to be the same.
So about your question, no it is not same as changing noise frequency, By chaniging the uv, you are Distorting the the texture that you are sampling, watch my distortion shader: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dRu0vIkRLtw.html
3:40 could you elaborate on this further more? How to get this negative space inside a fogvolume, just put negative density and thats it? using the same shader? how so?
In the real game you should not bring the resolution of fog so high, unless the performance of this get better, This is just a tutorial about how you can use this shader, and obviously after you wrote your shader you should bring down the resolution of fog
Very good tutorial, nice shader. But im going to stick with the simple vanilla fog material in Godot. I'm using small portions of fog to hide the origin of a river so this would be overkill for me
what are the GPU/CPU/RAM/VRAM usage for this shader? are they expensive? I just have this weird mental image of godot, using shaders could be slow? thanks in advance!
Using shader by default is not slow, The performance depend on your shader code, If you write a good code it is fast, also if not use them godot will create automatically shaders for you in background
Volumetric fog has similar effect right? I havent tried yet Godot 4, but I hope volumetric fog has enough options/settings ..so I wont have to get into shaders (haha)