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(1 edit)

thanks!

I’m not sure what you mean about Godot’s “meager rendering options”, I don’t see any limits. I wrote a custom raymarching shader (see link below for resources), and slapped it on a quad in front of the camera (super hacky, I know). and yes, the shadows are raymarched too! the only things that are not raymarched: text, menus, screen fade effect, and skybox (the raymarching shader distance-fades alpha to reveal a standard ProceduralSkyMaterial).

if you want details about how to implement a raymarching shader, I suggest Inigo Quilez’s articles — it’s a real treasure trove!

(1 edit)

Thanks, yeah, by "meager rendering options" I just meant that godot doesn't provide a good way to do a custom post effect or custom rendering pass. Even the official documentation suggests using fullscreen quad for that, while it is still MeshInstance3D and has coordinates, AABB and is affected by environment

oh I see, that’s fair. thanks for the link about fullscreen quad, that seems very useful to get my raymarching shader working in the editor. it’s pretty funny that this hacky solution is in the docs!