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External Shader Editor 0

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 0

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 0

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 0

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 1

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 3

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 6

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) 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

Anime Style Eyes (Procedural Eye Shader) 0

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 0

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 0

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 1

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 0

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 1

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 0

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 0

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 0

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 0

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 0

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 0

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 0

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

Universal Transition Shader 4

by Cashew OldDew | CC0 1.0 Universal

A flexible and highly customizable system for creating animated transitions between visual elements

This asset is a shader which provides a flexible and highly customizable system for creating animated transitions between visual elements in a Godot project. It supports a wide variety of transition styles, such as: Directional Wipes: (left, right, top

PBR Base Material Shader 0

by Foyezes | MIT

Base material shader with simple controls

This is a shader for a base material in Godot. This is for Albedo, Normal, Roughness, AO & Height workflow. But it can be easily edited for Metallic workflow as well. There's two versions, channel packed and non channel packed. Channel packed expects

Low Poly Precision Outline Shader 0

by Sol Vin | MIT

A collection of scripts and shaders for enabling outlines to be rendered accurately and precisely without traditional issues with outline shaders, such as unwanted artifacts. It also supports multiple colors of outlines, with multiple base colors, while

See the demo in action and get the paid full shader @ https://sol-vin.itch.io/low-poly-pos ============================== Important Classes ============================== OutlineMesh - Special version of ArrayMesh that compiles surfacing information into

Energy Shield 1

by Nojoule | MIT

Addon for interactive energy shields

Energy Shield This asset provides an energy shield that can be easily integrated into your scenes. You can use either the shield_plane.tscn or shield_sphere.tscn directly, or apply the shader to other materials. Note that some adjustments may be needed to

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