Changelog: new content in the course

This document lists new content, changes, and fixes in each release.

Shader Secrets 1.1.5

Released on 2021/04/28

Shader Secrets 1.1.4

Released on 2021/01/27

Shader Secrets 1.1.3

Released on 2020/12/22

Shader Secrets 1.1.2

Released on 2020/10/20

Shader Secrets 1.1.1

Released on 2020/10/17

Shader Secrets 1.1.0

Released on 2020/10/12

New:

Improvements:

Shader Secrets 1.0.2

Changes:

Shader Secrets 1.0.1

Fixes:

Shader Secrets 1.0.0

Released on 2020/08/01

New content:

  1. Advanced toon material with a custom lighting model and deferred rendering
  2. Advanced toon plugin to make the custom lighting model update in the editor
  3. Sci-fi force field effect
  4. Wind and grass
  5. Gradient mapping
  6. Procedural 2D clouds

Shader Secrets 0.2.1

  1. Renamed Revert Scene to Reload Saved Scene, the menu entry’s new name in Godot 3.2.2.

Shader Secrets 0.2.0

Released on 2020/07/15

This new release adds the side-scrolling 2D water chapter, a series of 6 lessons covering 2D reflections, using shaping functions, generating procedural masks, using parallax mapping, and more.

Changes in the Godot project:

  1. Updated the 2D water shaders’ code so they’re easier to learn and use.
  2. Advanced toon shader: added a new algorithm to calculate the rim light.

Shader Secrets 0.1.1

Released on 2020/07/12

  1. Removed incorrect mention of smoothstep in the outline shader: it’s not used in that shader.
  2. Fixed incorrect variable name in one code snippet: emission_color instead of dissolve_color.

Godot project:

  1. Added advanced toon shader
  2. Added top-down 2D water
  3. Added side-view 2D water

Shader Secrets 0.1.0: Early Access release 1

Released on 2020/06/08.

This release is the first release of the course, with the following topics:

  1. Getting started, to explain the shader pipeline and help you get your feet wet with Godot’s shaders.
  2. 2D and 3D outlines.
  3. Dissolve in 2D and 3D.
  4. Screen shaders and masking.
  5. Gaussian blur, how to use it for 2D motion blur, and code optimizations.
  6. The shockwave, creating procedural masks and distortion effects.
  7. Using textures as data containers and spawning fire particles from a texture mask.