tkCRTshader(emulator)
by 健 ついし | MIT
This asset delivers an authentic CRT experience by emulating the full analog signal chain rather than relying on visual filters. It recreates the behavior of real hardware—from NTSC signal generation to RF‑style degradation—so the distinctive CRT look
Overview A two-stage NTSC/CRT television shader for Godot 4, packaged as a drop-in CRTScreen node. Stage 1 ( crt_signal.gdshader ) builds and degrades the video signal; Stage 2 ( crt_display.gdshader ) draws it on a simulated tube. Works with any picture
Post Effect Stack
by Hot Spud Lab | MIT
Post Effect Stack combines multiple Godot 4.7 post-processing effects into a single ordered stack, built from .tres Resources you arrange in an array — no manual buffer wiring required. The same stack runs through CompositorEffect on Forward+, or through a
Post Effect Stack (formerly Post Effect Resource) is not an effect collection -- it's a small framework for combining Godot 4.7's CompositorEffect post-processing effects into an ordered stack, using only Resources and the Inspector. What it does The
EZ Post Process Effect
by Benjamin Botwin | MIT
A simple CompositorEffect implementing the code from the Godot Compositor tutorial plus support for precompiled shaders
There's a fair bit of boilerplate needed for using compositor effects for post processing. The Godot docs include all the boilerplate needed, but that isn't available in the engine. This small plugin adds a PostProcessEffect class which implements the
Material Layers
by Foyezes | MIT
Material Layers lets you blend materials using a layer based system
Material Layers is a Godot plugin that lets you blend materials using a layer based system Unlike traditional materials where you have to blend desired materials in a single shader, Material Layers allows you to easily blend multiple materials in the
External Shader Editor
by Jaeho Yi | MIT
A Godot 4.x editor plugin that opens GDShader files in a external editor
External Shader Editor is a Godot 4.x editor plugin that opens .gdshader and .gdshaderinc files in a configurable external editor from the FileSystem dock and shader error links
Saltmire FX
by saltmire | MIT
One-line 2D sprite shader effects for Godot 4. Free (MIT), drop-in, no dependencies
One-line 2D sprite shader effects for Godot 4. Free (MIT), drop-in, no dependencies. Enable the addon and call one line: FX.hit_flash($Sprite2D) # white damage flash FX.dissolve($Sprite2D) # burn away with a glowing edge FX.appear($Sprite2D) # materialize
Infinite Grid
by HardPixel | MIT
Reusable infinite grid components for Godot 4.x, with ready-to-run 2D and 3D example scenes. The project contains shader-driven grids that keep line widths stable in screen space, fade between LOD levels, and follow the active camera so the grid appears
Infinite Grid Reusable 2D and 3D infinite grid components for Godot 4.x. The grid is shader-driven, keeps line widths stable in screen space, fades between LOD levels, and follows the active camera so it appears endless without generating large geometry
Saltmire Transitions
by saltmire | MIT
One-line scene transitions for Godot 4. Change scenes with a polished transition in a single line — fade, iris circle, directional wipes, and a pixelate dissolve, all built in. Fully awaitable API (cover / reveal / to), aspect-correct shaders, drop-in
Saltmire Transitions is a tiny, free scene-transition manager for Godot 4. Change scenes with a polished transition in a single line — no boilerplate, no setup. Transition.to("res://levels/level_2.tscn", "circle") Or hide and show the screen yourself
Realistic Shoreline & Ocean Waves
by Reboot16 | MIT
Real shallow-water physics for Godot 4.7: waves that shoal, break, run up the beach, and drain back, computed by a GPU finite-volume solver. Three ready-to-run demos, from a 5 cm close-up beach to a 2 x 2 km island archipelago, plus a standalone Gerstner
Realistic Shoreline Waves runs the nonlinear shallow water equations on your GPU inside Godot 4.7. Nothing is a scrolling texture: waves shoal because the sea floor rises, break because the equations form bores, and foam rides the actual current field
Compositor Lens Flare / Godrays
by ARez | MIT
Lens flares and god rays implemented in a Godot 4 compositor effect
Godot 4 compositor lens effects 🌤️ Lens flares and god rays implemented in a Godot 4 compositor effect. Should work with Godot 4.4+. If not, please open an issue :) If you use the shader and enjoy it, I would also appreciate a like on the asset store :)
Lit - 2D Lighting Engine
by Fading Lantern Games | MIT
Lit is an alongside replacement for Godot's built-in 2D lights. It keeps the parts you like (add a node, set some values, done) and fixes the part you don't: the hard cap of ~15 lights per object. Light a whole scene with as many lights as you want, get
Lit Drop-in 2D lighting for Godot 4 - with no light limit. (Docs) Reviewing on the Asset Store is the best way to support Lit! Lit is an alongside replacement for Godot's built-in 2D lights. It keeps the parts you like (add a node, set some values, done)
Anime Style Eyes (Procedural Eye Shader)
by Profesor Shader | MIT
This project contains a shader that will draw a procedurally generated anime style eye. It has a specular offset with different view angles, a very simple specular jitter animation, can track a target using a very simple script, and you can play with the
This is a quite simple, but IMHO nice, procedural anime style eye shader. Creating an eye this way instead of using a simple texture has some advantages. So I wanted to explore these advantages. My shader has a specular offset with different view angles
Godot Retro
by Lucas Ângelo | CC0 1.0 Universal
A pack of retro compositor effects and shaders for Godot
Godot Retro is a compositor effects and shader pack for godot, with various ports of shades from ShaderToy, Unity and The Book Of Shaders. All shaders are licensed under CC0, with the exeption of the Glitch and the NTSC Basic shaders, that are licensed
Procedural Planet - Chunked LOD
by Cuberact | MIT
A procedurally generated planet with dynamic level-of-detail, written entirely in GDScript. Fly from orbit all the way down to the surface, and the mesh adapts continuously. Designed as a learning resource
A full-size planet (Earth radius, ~6,378 km) with terrain that increases in detail as the camera approaches and simplifies as it moves away. You can fly from orbit down to the surface and pick out individual hills, with the level of detail following the
Procedural Lens-flare Shader Godot 4.6.3
by Leon Connor | MIT
This is a procedural lens flare effect inside Godot 4.6.3. It creates some halos that mimics a real life lens flare effect of a camera
This is a procedural lens flare effect inside Godot 4.6.3 . It uses the Godot glsl shader that creates halo effects from it's origin, which mimics a real life lens flare effect of a camera. I know it's not perfect but it gets the job done in the easiest
2D Outline Shader
by Julian Vos | MIT
Adds an outer or inner stroke to a texture
Just attach the shader to a ShaderMaterial and the ShaderMaterial to a Sprite2D or AnimatedSprite2D . Less suitable for textures with anti-aliased edges. Shader parameters: color width pattern (diamond, circle, square) inside add_margins (to make room for
Gaussian Blur
by vilmt | MIT
A high-quality and optimized Gaussian Blur CompositorEffect
Gaussian Blur This add-on implements the high-quality and optimized GaussianBlurCompositorEffect . The strength of the blur is controlled by a sigma parameter which dictates the width of the Gaussian kernel used. The compute shader adjusts the number of
Visual Shader Full-Oren-Nayar Light Model Node
by InterDreamSoft | CC0 1.0 Universal
Full-Oren-Nayar diffuse reflectance model for Godot visual shader system
This is an addon for Godot 4.4+ that adds the Full-Oren-Nayar node to the visual shader system. This node outputs the Diffuse Light based on the Oren–Nayar Reflectance Model. GDSL: shader_type spatial; const float PI2 = 9.86960440108935799230; const float
CRT and VHS shaders
by punikonta | MIT
Separate CRT and VHS shaders for the Godot Engine, written in Godot's shading language GDShader
CRT and VHS shaders for Godot Separate CRT and VHS shaders for the Godot Engine, written in Godot's shading language GDShader. Why separate shaders for CRT and VHS? These shaders were originally created for a project that renders virtual VHS tapes as
Visual Shader Schlick-GGX Light Model Node
by InterDreamSoft | CC0 1.0 Universal
Schlick-GGX specular reflectance model for Godot visual shader system
This is an addon for Godot 4.4+ that adds the Schlick-GGX node to the visual shader system. This node outputs the Specular Light based on the Godot Specular Light Implementation. GDSL: shader_type spatial; const float INV_PI = 0.31830988618379067154
Visual Shader Burley Light Model Node
by InterDreamSoft | CC0 1.0 Universal
Disney Principled PBS Diffuse for Godot visual shader system
This is an addon for Godot 4.4+ that adds the Burley node to the visual shader system. This node outputs the Diffuse Light based on the Disney Principled PBS Diffuse. GDSL: shader_type spatial; const float INV_PI = 0.31830988618379067154; // 1.0 / PI
QImageProcessor
by Qualia | GPL v3
A resource that to automatically generate images based on a shaders in the editor. When any textures sampled in a uniform are modified, the image will be automatically regenerated
A resource that to automatically generate images based on a shaders in the editor. When any textures sampled in a uniform are modified, the image will be automatically regenerated. Use cases This can be used as an easy to generate a static image from a
Frosted Glass FX
by Binbun3D | CC0 1.0 Universal
Frosted glass materials for Godot 4
Frosted glass shaders for stylized and realistic uses. For windows, car windows, ice and anything glass related you can think of Features Customizable refraction. For best looks, there's an optimized gaussian blur. For best performance, there's mipmap
Shader Previewer
by Cashew OldDew | CC0 1.0 Universal
Adds the visual shader node preview feature in the code editor. A real-time variable inspector and visual debugger for Godot shaders
Usage Guide: Enable the Plugin: Navigate to Project Settings > Plugins and enable Shader Previewer. Select an Active Node: Select a node in your scene that is already using the shader you want to preview. This allows the plugin to copy your current
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