Joepli wobble
Unlit wobbly shader based on the sokpop shader for Unity as seen in: https://www.youtube.com/watch?v=XatLA5SGgAs
Shader code
shader_type spatial;
render_mode depth_draw_opaque, unshaded, world_vertex_coords;
uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float normal_offset : hint_range(0, 1, 0.01) = 0.02;
uniform float time_influence : hint_range(0, 50) = 3;
uniform float y_div : hint_range(0, 10, .1) = 2.87;
void vertex() {
VERTEX.x += sin(VERTEX.y * y_div + round(TIME * time_influence)) * normal_offset;
VERTEX.y += sin(VERTEX.x * y_div + round(TIME * time_influence)) * normal_offset;
VERTEX.z += sin(VERTEX.y * y_div + round(TIME * time_influence)) * normal_offset;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
}
Is this something that has to be applied to every object individually or can it somehow be applied globally?
Each object individually as it moves the Vertex on 3D space and also removes all interaction with lights
It’s giving me some errors on lines 4 and 5.
I’m not sure what needs to happen. It’s saying “Expect a valid type hint after ‘:’ ”
It’s not liking the colons in both of those lines.
Are you sure you are using Godot4? just tried it and it seems to be working fine in the latest alpha