Trying custom shaders in Godot 3.2, include Area light shaders

atriatri Posts: 18Member
edited June 10 in Projects

I made it as test project(another one ye).
and can share it now

Video

Play WebGL2 build link

Source code github link project graphic_demo_3d

Screenshot

Comments

  • cyberealitycybereality Posts: 1,046Moderator

    Holy moly!!!! That is amazing. One of the best I've seen in Godot, or maybe the best.

    I'm definitely gonna have to look through your code and maybe steal something ;)

    Cheers.

  • atriatri Posts: 18Member
    edited June 11

    thanks
    some code is not my, like area-light shaders, all links in shader code,
    you can check files area_lights/floor.shader and area_lights2/floor_area.shader original links listed there.

    some of used shaders can be under CC non commercial license, check it before use, my code can be used as you wish, feel free to use it.

  • SIsilicon28SIsilicon28 Posts: 757Moderator
    edited June 10

    This needs to be in Godot 4.0!
    ...
    It's plugin time!
    Haha, JK. I'm not going to make a plugin out of this. Not yet anyway

    And one more thing. That tube light in the demo. Its shadows were baked, right?

  • MegalomaniakMegalomaniak Posts: 2,895Admin

    When you say area lights you mean mesh lights, right?

  • atriatri Posts: 18Member
    edited June 11

    @SIsilicon28 said:
    That tube light in the demo. Its shadows were baked, right?

    yes those lights are backed, in Blender cycles
    orange textures in folder arc/orig_red

    Haha, JK. I'm not going to make a plugin out of this. Not yet anyway

    well I do not want make it plugin, you can feel free to do with it anything you want (if original shader license allow it, my code can be used as you wish)

  • SIsilicon28SIsilicon28 Posts: 757Moderator
    edited June 10

    @atri said:
    well I do not want make it plugin, you can feel free to do with it anything you want (if original shader license allow it, my code do not have license)

    It's fine if you don't want to make it a plugin. I was just saying that because that's what I did last time with your Volumetric Lights demo. I'm still very impressed with that demo by the way; especially since it's running in GLES2!
    You know it might be possible to increase the precision of the shadow map by packing 24-bit depth into the 3 8-bit color channels, but I haven't thought through that much.

  • atriatri Posts: 18Member
    edited June 10

    @Megalomaniak said:
    When you say area lights you mean mesh lights, right?

    if you mean Polygonal area light, no its not
    for Polygonal you can check this
    https://github.com/bad3p/PAL/blob/master/Docs/PolygonalAreaLights_09081016.pdf
    (obvious problem-it way too slow because it do literally raytracing for full-mesh geometry in every fragment of pixel shader on surface that it light.... this is not good for real production usage, I wont implement it, way too slow, no reason)

    in my project only Sphere-light source, Tube light source and quad source.
    quad source light from https://eheitzresearch.wordpress.com/415-2/

  • DschoonmakerDschoonmaker Posts: 266Member

    That's really cool! I didn't even know it was possible to code your own lights in Godot.

  • SIsilicon28SIsilicon28 Posts: 757Moderator
    edited June 10

    *sad planar reflection noises*

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