Hugo Locurcio 2a962929f3 Update demo files for Godot 4.2.1 (#1013) há 9 meses atrás
..
materials fc7ff91882 Add glass material to Procedural materials demo (#980) há 1 ano atrás
screenshots 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
scripts 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
shaders 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
README.md 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
checker.png 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
checker.png.import 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
icon.webp 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
icon.webp.import 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
loading.gd 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
loading.tscn 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás
project.godot 2a962929f3 Update demo files for Godot 4.2.1 (#1013) há 9 meses atrás
test.tscn fc7ff91882 Add glass material to Procedural materials demo (#980) há 1 ano atrás
tester.gd 6860a1e814 Add a 3D procedural materials demo há 1 ano atrás

README.md

Procedural Materials

This demo includes procedurally generated materials with 3 different techniques:

  • NoiseTexture2D: Built-in class that generates images on the CPU based on noise patterns (such as Simplex or Cellular). This is suited for static textures only. Texture generation is done asynchronously and is faster than using scripting, since the noise algorithms are implemented in C++ in the engine.

  • Scripting: Uses the Image class to procedurally generate an ImageTexture on the CPU. This is suited for static textures only. This approach is more flexible than NoiseTexture2D, but is slower to generate textures. Once the texture is generated, rendering performance is identical to NoiseTexture2D.

  • Shaders: Uses a 2D shader on a ColorRect node that matches a Viewport's size with the resulting ViewportTexture applied to a material. This is updated on the GPU in real-time, and is most suited for animated textures. This approach can also be used for static textures, with a lower performance overhead since the texture doesn't need to be updated every frame.

Language: GDScript

Renderer: Forward Plus

Screenshots

Screenshot