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by boterock
1955 days ago
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Godot shading language is GLSL with some syntax sugar. The nice thing about the Godot visual shader editor is that you can start from nodes, and then open the generated code panel, copy it and continue from there in a code shader. I think that although Godot doesn't have as much nodes, I like it over unity's or unreal's editor. It doesn't try to be as smart, so you get separate vertex and fragment stages, and you may find issues like getting local coordinates in vertex stage and normalized device coordinates in the fragment stage, instead of world coordinates (like ue4 does). Which may bite you at first, but it is actually nearer to what happens under the hood. |
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