I wrote up a new shader for making stylized slashes! Usually I'd write a bit more about how to use it, but this one is on Github and I wrote out a nice wiki page for it. So uh yea, check it out!

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I wrote up a new shader for making stylized slashes! Usually I'd write a bit more about how to use it, but this one is on Github and I wrote out a nice wiki page for it. So uh yea, check it out!

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Procedural Cyclic Slash
Get the code for this shader here -> https://godotshaders.com/shader/procedural-cyclic-slash/
This is a really jank shader, but it looks pretty nice when the values are just right. So that's what this post is for! I'll help you with understanding the uniforms and value setup and leave some general tips so you can experiment easily on your own.
Oil Spill
Crystal Burst
Particle Lights?!
I need to take some time out here from all this industry research and really talk about something incredible. Particle Lights. Let me try this again. Lights... on your particles! This is absolutely incredible and needs to be used all over the place. I need to see fireflies lighting up trees. I need to see robots, flying around lighting up the geometry its flying around. I need to see lights everywhere. Why? Well, because before now it was difficult to have lights around things that weren't dynamic that had shadow maps to deal with shadows and the lights needed to be attached to the emitters, there was no way to attach them to the particles themselves without some crazy programming. The particles that are allowed lights on them are only CPU particles. What this means is vector based collisions and hyper particle counts cannot be used with light source, but there are a million locations you can play a nice light on a particle to make it useful on the CPU side.
Just to make this clear on how awesome this is I’ll go over a simple concept that could be really detailed and how this makes it easier. A simple bullet firing and muzzle flash. The bullet leaving the gun will have a flash, this will be outward, but how to you make the light go off to reveal the gun as well? Well, what you can do is program a light to turn on and improve its intensity as the flash happens every time. You could also have a texture swap on the gun itself when the bullet fires. You could just fake it with emmisive and hope no one notices. Or you could just have the particle that emits the nice muzzle flash have a light and it will literally light up the gun itself making it feel even more comfortable, fulfilling your dreams of an impressive first person shooter.
Unreal Documents on Particle Lights.

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