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Game Development with Blender and Godot

You're reading from   Game Development with Blender and Godot Leverage the combined power of Blender and Godot for building a point-and-click adventure game

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801816021
Length 330 pages
Edition 1st Edition
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Author (1):
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Kumsal Obuz Kumsal Obuz
Author Profile Icon Kumsal Obuz
Kumsal Obuz
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Toc

Table of Contents (20) Chapters Close

Preface 1. Part 1: 3D Assets with Blender
2. Chapter 1: Creating Low-Poly Models FREE CHAPTER 3. Chapter 2: Building Materials and Shaders 4. Chapter 3: Adding and Creating Textures 5. Chapter 4: Adjusting Cameras and Lights 6. Chapter 5: Setting Up Animation and Rigging 7. Part 2: Asset Management
8. Chapter 6: Exporting Blender Assets 9. Chapter 7: Importing Blender Assets into Godot 10. Chapter 8: Adding Sound Assets 11. Part 3: Clara’s Fortune – An Adventure Game
12. Chapter 9: Designing the Level 13. Chapter 10: Making Things Look Better with Lights and Shadows 14. Chapter 11: Creating the User Interface 15. Chapter 12: Interacting with the World through Camera and Character Controllers 16. Chapter 13: Finishing with Sound and Animation 17. Chapter 14: Conclusion 18. Index 19. Other Books You May Enjoy

Discovering shaders

Shaders were defined as two things at the beginning of this chapter: a piece of code and a user manual. Have you felt like you’ve been writing code so far? Most likely, no.

Nevertheless, behind that Material user interface, there is a code layer, which is the shader. For example, the default shader you’ve been using so far has hundreds of lines of code. The following is only a portion of the code that makes that shader:

metallic = saturate(metallic);
transmission = saturate(transmission);
float diffuse_weight = (1.0 - transmission) * (1.0 - 
  metallic);
transmission *= (1.0 - metallic);
float specular_weight = (1.0 - transmission);
clearcoat = max(clearcoat, 0.0);
transmission_roughness = 1.0 - (1.0 - roughness) * (1.0 -
  transmission_roughness);
specular = max(0.0, specular);

Luckily for you, you don’t have to write a single line of code. More importantly, Blender interprets the shader code so that it can offer...

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