

Youtube encoding doesn’t help, but I’m not sure about the “fire” effect here.
It reminds me of when I turned Minecraft’s end skybox into a purple-ish Moiré pattern (no shader needed, just a checkerboard texture viewed at a distance+angle).
Back to Godot, I made a toon-like light shader with the step function being the important bit*. It is probably good enough to use, though it’s a bit frustrating how I can’t seem to keep input colors accurate. Ambient color works acceptably, though I somewhat wish I could control it more, also seeing issues with light range/multiple lights.
I also haven’t found a good way to handle light color. I can ignore it or mix color (can look ugly). It’s probably possible with dot() but I can’t seem to do it right.
Using HSV is probably needed here, although to me it seems like an absolute mess without it being built-in.
* unshaded+1 shadow w/ambient with DIFFUSE_LIGHT = , 5(?) shades with DIFFUSE_LIGHT += but it’s also too bright
EDIT: I’ve figured it out by going by the docs again, I did need ATTENUATION and += to properly handle shadows and multiple lights respectively. I also have LIGHT_COLOR with dot() in a way I like (currently handling it in each rgb channel), though it can still render incorrectly if looking through a spotlight of a different hue (attenuation makes it worse).










First thought is make a bigger example with real game-play, so it’s more than just an animation.
I’m not sure I’m the target audience as I want something a bit more than cubes and stairs etc. Gridmap properly calculating at least convex exterior hulls (e.g. 2x3x2) into proper occupancy would be a big jump for the sort of 5-mesh workflow I have so far. Multi-scale could still be improved beyond that, too.
Brush editors might be closer (in the sort of situation where something like a pillar/statue/fountain/table etc might be made that way and instanced) though even Quake-style geometry is probably a full-time skill. EDIT: extrusion probably would go a long way for me, though. A ceiling/wall profile isn’t such an un-navigable feature.
Especially as I’m leaning more towards textureless colors (which is why I prefer semi-modular pieces over CSG). I’m guessing per-instance shader parameters (for color modulate, glow multiplier) would work fine at first but may get lost during CSG operations (with vertex color support that wouldn’t be an issue). I have started a palette so per-color materials is actually something I could do, but no I don’t want dozens of materials for basic color… I already am trying to narrow down a dozen materials for different surfaces/uses.