Is there any way to chat with you? Would you mind adding me on Discord (Undefined#0260)?
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I am using Godot 4.5. But it seems like you were sometimes "using UIDs over actual paths". I've made my own implementation of your VFXs, because I already made that "shared" folder before you published your assets. And I made some changes, like supporting orthographic cameras (so the effects look the same) and so on - and since I made so many changes, I do not want to dig into them again. :-D
Some issues, Binbun.
The shaders use ALPHA for transparency but don't explicitly specify a blend mode (like blend_add or blend_mix) in the render_mode declaration. Godot's editor applies sensible defaults automatically, but exported builds don't inherit these defaults, causing particle planes to render opaque instead of blending correctly.
Maybe you can fix that, too. :-)
Took me a while to fix it, but some of your shaders do not respect orthographic camera settings.
Like in glow_fresnel.gshader, this (or a direct boolean flag) could help:
bool is_orthographic = PROJECTION_MATRIX[3][3] > 0.5;
vec3 view_dir = is_orthographic ? vec3(0.0, 0.0, 1.0) : VIEW;
float fres = fresnel(fresnel_amount, NORMAL, view_dir);
float value = texture(fresnel_gradient, vec2(fres, 0.0)).r;
I'd love to get beams.
Yeah, right, like a lazer gun. Start (Sparks), the actual Beam (like straight, zig-zag) and Impact (Sparks). I directly buy them if you release something like that, because that's missing. If you want, you can contact me on Discord (#Undefined#0260), because I may need some other effects too. But it's not required - just an idea. I would think you should do a separate pack, because it's more complex (you need a start position, target position) and you need to "generate a path" between both points.
Thank you for your fast response!
(I had to create a new comment, because I can not replay... for what ever reason - Cloudflare seems to have issues currently.)
