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(1 edit)

Been having lots of fun with this, here are the nodes I've made:

Gray noise:

randomly mixes each pixel on the output between the two inputs.


For use with directional blur. Makes each point point toward the center. Offset rotates these.


Makes the pixels be 'regular' as in regular polygons, snapping them to repeating values and also looping them after a certain value. This is basically just a neat way of rounding numbers thrown in with the modulo function.


Gets the distance (abs(a-b)) between the two inputs.


Highlights pixels of around a certain brightness. Named as such due to how it looks when graphed:

More hill shaped really, but lump sounded better.

Edge Distance:

Tries to get the distance from a dark spot each pixel is. Lags exponentially with tile size, not sure how to optimize it. :/


Linearly interpolates between two inputs, based on a third input. If t is 0, it returns the first one. If t is 1, it returns the second one. If t is anywhere in between, it returns a mix of the two inputs. Each input is an input parameter.

Square pattern:

Gives a chessboard type pattern, with the option for more than two colors. Due to a weird bug, the only sizes that don't have strange artifacting are numbers in 2^x, so the size input uses that.

(Note: there were some visual errors with the nodes that have been fixed since the pictures were taken.)

Been having fun with this tool, keep on accidentally calling it a game. Hope people find these useful!

edit: some more:

Inflate Heightmap:

This raises up a texture by a heightmap. Not pictured is also an option to set whether it loops off the top of the image or not.

Good for visualizing heightmaps you make. Note that without a surface input it will all be one color, shading just came from the lighting node.

Vector to Direction and Direction to Vector:

Don't know how often these would be useful, but I made these too.