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Creating Shaders that Restore Color to the World 

Kyle Banks // Farewell North
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26 окт 2024

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Комментарии : 26   
@kylebanks
@kylebanks 2 дня назад
The first 500 people to use my link skl.sh/kylebanks10241 will get a 1 month free trial of Skillshare premium! Thank you to Skillshare for sponsoring this video
@JP11155
@JP11155 2 дня назад
Really cool video! I’ve always been interested in seeing how games work behind the scenes, so this is amazing! Especially the shaders!
@kylebanks
@kylebanks 2 дня назад
Awesome, I'm glad you enjoyed!
@cient_dev
@cient_dev 22 часа назад
Super clear explanation for some really awesome effects. Game looks incredible!
@kylebanks
@kylebanks 12 часов назад
Thanks so much!
@cvhamilton5
@cvhamilton5 2 дня назад
Very interesting! Cant wait to see what new things you learn!
@LuskSHD
@LuskSHD 2 дня назад
I found you out literally yesterday and said to myself exactly "wow, that's so cool, how did he do it?" your game looks amazing! I also love that you used this opportunity to try it out in another engine
@kylebanks
@kylebanks 12 часов назад
Oh wow, perfect timing!
@generrosity
@generrosity День назад
Well done! And nice you choose to step out of your usual comfort range to dabble with Godot 👌 one thing I've particularly heard about shaders is avoiding "if", did this shader eventually do that?
@kylebanks
@kylebanks 12 часов назад
Honestly I think that advice is generally outdated and shared without understanding the reasoning. If you look into why ifs are bad, it's really situational depending on condition types, whether a portion of the wavefront is likely to split, and whether the compiler is able to optimise out the condition. Modern GPUs are much better at this than they were in the past. In this case you could easily use a lerp or something to that effect to remove the conditional, but for tutorial/demonstration purposes it just muddies the logic and again, on modern GPUs you're not really saving much. I shipped Farewell North with plenty of ifs and it was never an issue, even on switch, but being cognizant of when it is and is not sub-optimal is always a good idea for sure. It's just not the critical issue a lot of forums and videos would lead you to believe :)
@loipesmas
@loipesmas 2 дня назад
Not sure if you didn't mention it or I just missed it, but how do you apply that shader to ALL objects? Do you copy that code to all shaders, have one shader for all objects, hook into some more internal pipeline or something else? And thanks for sharing!
@kylebanks
@kylebanks 2 дня назад
Oh good question, I have an internal pipeline that all shaders plug into after doing their main lighting/etc which applies all the effects
@Gandalf_the_Black_
@Gandalf_the_Black_ День назад
Nice! I've also been having fun (and frustration!) with shaders in my Godot project, funnily enough.
@kylebanks
@kylebanks 12 часов назад
Ha, hope you work through them without too much more frustration
@Gandalf_the_Black_
@Gandalf_the_Black_ 8 часов назад
@@kylebanks Thanks! I finally got the shader to do what I wanted
@thenonconformistt
@thenonconformistt День назад
Interesting video🔥 Thanks for sharing😁
@kylebanks
@kylebanks 12 часов назад
Thanks for watching!
@yarrichar
@yarrichar 16 часов назад
Were you asking yourself for shader secrets @ 0:07? :)
@kylebanks
@kylebanks 12 часов назад
Sometimes I forget how I did things 😅
@yarrichar
@yarrichar 10 часов назад
@@kylebanks It's a nice video. I think you picked the right person to ask! :D
@sasdasu00dfsdfardo
@sasdasu00dfsdfardo 21 час назад
>memedot
@kairu_b
@kairu_b 2 дня назад
Nice
@gabrielmottadev
@gabrielmottadev День назад
Cool, but if it was in Unity would be cooler
@DailyPaily
@DailyPaily День назад
Recooler in UE
@gabrielmottadev
@gabrielmottadev День назад
@@DailyPaily 😎
@pen007dragon
@pen007dragon День назад
Even more cooler if it was in defold 😊
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