Welcome to the "Godot 4.x Canvas item Shaders" course on Udemy. This course will guide you through the fascinating world of 2D shaders, where you'll learn everything from the essentials to advanced techniques. That being said, the series is split up between a beginner and an intermediate course. You are now looking at the first part of the series. It will take you from a beginner to intermediate in a matters of hours.What makes this series unique is that it covers everything there is to know about 2D shaders in Godot 4. it's the most complete 2D shader series to date. It starts by teaching you the syntax and formatting rules following the community standards. Then you learn each concept with theoretical and practical examples, slowly building up from simple shaders to more advanced examples. It's also packed with "try by yourself" challenges to not just copy and paste the code but really learn how to do it on your own. The goal of this course is to teach you how to create any 2D shader you envision from scratch.The content of the course is fully compatible with Godot 4.3. In this part of the series we'll start by exploring canvas item shaders, Godot's unique shading language, and look into essential data types like floats, integers, arrays, vectors, matrices, etc. You'll learn concepts like:
Welcome to the "Godot 4.x Canvas item Shaders" course on Udemy. This course will guide you through the fascinating world of 2D shaders, where you'll learn everything from the essentials to advanced techniques. That being said, the series is split up between a beginner and an intermediate course. You are now looking at the first part of the series. It will take you from a beginner to intermediate in a matters of hours.What makes this series unique is that it covers everything there is to know about 2D shaders in Godot 4. it's the most complete 2D shader series to date. It starts by teaching you the syntax and formatting rules following the community standards. Then you learn each concept with theoretical and practical examples, slowly building up from simple shaders to more advanced examples. It's also packed with "try by yourself" challenges to not just copy and paste the code but really learn how to do it on your own. The goal of this course is to teach you how to create any 2D shader you envision from scratch.The content of the course is fully compatible with Godot 4.3. In this part of the series we'll start by exploring canvas item shaders, Godot's unique shading language, and look into essential data types like floats, integers, arrays, vectors, matrices, etc. You'll learn concepts like:
Color channels
Texture mapping
Uniforms
Wrapping modes
Formatting
Built-in functions
Hints
UV Coordinate system
Fragment & vertex functions
Render pipeline
And more advanced topics like:
Pre-processing shaders
Debugging-shaders & -techniques
Interaction with GDScript
Randomness
Animation Graphs (CurveTexture)
Interpolation
Vector operations
Branch divergence
And the list goes on and on. We will explore these topics through a blend of theory and practical coding exercises.The course is structured to provide a comprehensive understanding of shader language. It exists out of two project, a project where we mostly focus on the theory and create random shaders that fit the subject, and we'll have a actual game project, our "Zombie project", this is where we learn to apply our knowledge to create visual effects (VFX) for your 2D games. We'll take a detailed look at every built-in shader function that we'll be using in our code, explaining every single line. Every time a new functionality is introduced, We'll have a full explanation using coding examples, slides and follow up questions. Plus, it's important to know that the course follows community best practices.
By the end of this course, you'll not only have a solid foundation in shader programming in Godot but also a fun, interactive project to showcase your new skills.
Enroll now to start our journey into the colourful world of shaders. Im happy to welcome you to the course. Kind regards,Sam
As a final note:At this point in time the second part of the series is still under development. I will be working on both this course to make sure it's up to date and the new course. This way you will be able to advance from intermediate to advance level once the second part is finished. Topics that will NOT be discussed in this course, but will be included in the upcoming part 2 are:
Applying matrices on vertices
Screen space shaders
Canvas space shaders
Screen texture
Post-processing shaders
Advanced vector operations
Global uniforms
Coordinate space transformations using transform matrices (world to screen space, etc)
Back buffer copy
Advanced UV mapping
Light function
And other advanced topics. Those will be discussed in the upcoming course.
Contact
I will be available for questions after working hours 8:00 - 17:00 (GMT+1 / EST-5) from Monday to Friday, varying times in the weekends. Always try to respond within 12 hours or less.
Any suggestions / feedback please contact me
In this part of the series we'll start by exploring canvas item shaders, Godot's unique shading language, and look into essential data types like floats, integers, arrays, vectors, matrices, etc. You'll learn concepts like color channels, texture mapping, uniforms, wrapping modes, formatting, built-in functions, hints and UV coordinate system.
And more advanced topics like pre-processing shaders, debugging-shaders & -techniques, interaction with GDScript, randomness, animations, interpolation curves and the list goes on and on. We will explore these topics through a blend of theory and practical coding exercises.
This module introduces the foundational concepts of 2D shader development in Godot, setting the stage for deeper exploration into shader programming.
Canvas_Item shaders are specialized scripts in Godot used to manipulate the appearance of 2D elements, enabling dynamic visual effects.
Godot's shading language, GDShader language, is a flexible, powerful tool designed for creating custom visual effects.
Understanding floats, integers, and vectors is crucial for shader programming, as these data types represent the basic building blocks of shader code.
Vector2 is essential for representing coordinates in 2D space, allowing for precise control over textures and shapes.
Vector3 and Vector4 are pivotal for managing 3D coordinates and color channels, enabling complex shading and color manipulation.
Textures add depth and realism to shaders, serving as the canvas for various visual effects and transformations.
The UV coordinate system is key for mapping textures to 2D sprites, allowing for detailed and accurate texture placement.
Texture mapping is the process of applying a 2D image to a 2D surface, crucial for creating realistic visual effects.
This final challenge tests your understanding of the covered concepts, reinforcing your knowledge and concluding the module on the basic theory needed for creating canvas item shaders.
These are questions about the rendering pipeline of Godot 4
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