Haha thank you!
Binbun
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Hey! Good question. These are designed for Forward+/Mobile, so there's no guarantee they'll work on compatibility, but some effects should work.
I deliberately chose to make them using Forward+/Mobile, because Compatibility introduces some hard limitations without any workarounds specifically so that games can run in the web.
That isn't to say that these are entirely incompatible with the Compatibility renderer, just that there's no guarantees. You can try grabbing the demos on the individual pages and see how they work in Compatibility, but since compatibility uses a different rendering pipeline the results can be weird in unexpected ways.
Hope I gave some clarity! If you like my stuff I implore you to leave a review, but no pressure!
hey! Thanks for informing about this! Admittedly this is not something I thought through entirely. I think this happens because the text is built in to the tab container, so the shader applies to each letter as well. I don't have a solution to give right now but I'll try things out and get back to you if I come up with something!
No you're being super helpful and I appreciate it! I fixed the export issue and published the update for all the packs just now. Is the baked in file paths problem an Error or a Warning? Does it prevent usage completely? Truth be told I haven't fully updated to Godot 4.6. I've tested effects from my packs in Godot 4.6 on my laptop, but haven't updated my main PC where I do most the work. I didn't expect there to be any bigger issues on Godot 4.6 so that's my bad.
many of the effects rely on tge fresnel function which doesn't work as well in orthographic.
I would like to fix that, but I'd much rather find a solution that still keeps the effects looking similar to their intended form instead of just removing the fresnel effect. If you want an immediate solution I implore you to modify the shader, but plan is to make them work in orthographic mode too. That could just take some time
Uploaded an update fixing these issues. I reordered the folder structure and fixed conflicts. Issue was mainly because some of the shaders referenced some utility shaders, but those had changed between packs. There was some other tweaks and I also tried to port newer features from newer packs to the earlier ones, but not all of the new features are yet ported because my priority was to make the packs compatible first!
I want to thank you for your help. I wouldn't have noticed all the conflicts myself
That's a great idea! Do you mean beams like a spell/attack that's cast in a direction (kind of like a lazer gun type of thing), or beams that hit the ground?
I've planned for the next pack to be free magic projectiles, so the lazer gun style beams could fit into that pack. If you mean more in line with a beam that hits the ground and is kind of more like the ones on this pack, then I'll work on an update once the next pack is released!
Or maybe I could do a seperate beam themed pack. What so you think?
The particles are mostly 2d billboards in 3d space that use noise textures and some other tricks to fill in the gaps, so there aren't too many particles emitted (and you're of course free to change the amounts).
I also intentionally used Godot's mesh nodes instead of imported ones, because they allow you to change the resolution to your liking.
Since the way transparency is handled in 3d is pretty messy, I'm currently working on implementing different ways to handle it in these shaders (Smooth, Dithered and Alpha scissor) while I'm working on my next pack. I'll also include a tool script in the effects to easily change resolutions and other performance related things. When it releases I'll try to update this pack as soon as possible.