New techniques are coming to the Godot Shaders Bible — including transparency-based depth, quaternion projections, and multilayer texturing.
These effects, inspired by community feedback, will expand your creative toolbox like never before.
Want a sneak peek? Check out what’s in development — or suggest what you’d love to see next!
Although we’re still working on the second chapter of the Godot Shaders Bible, there are already exciting plans for what’s coming next: transparency-based depth, projection using quaternions, multilayer texturing, and much more!
It’s worth mentioning that many of these effects were selected based on feedback from our followers and suggestions from various social media posts.
For the transparency-based depth effect, we’ll cover how to calculate the distance between the camera and the vertices to generate a grayscale mask that can be used in the alpha channel. We’ll also show you how to add textures or filters to create smooth transparency transitions.
In the quaternion section, you’ll learn how quaternions are implemented in GLSL. The goal is to rotate a projection based on light direction — a powerful technique that opens up many creative possibilities.
In the multilayer texturing section, you’ll learn how to generate depth based on the camera view. This technique is similar to what we explored in Section 1.7, where we used camera view-based layers to simulate depth on an eye. This time, we’ll expand the concept for broader VFX applications.
Our plan is to include these new effects in Chapter 4 — except for the quaternion section, which is scheduled for Chapter 3. Chapter 4 will focus entirely on advanced shader techniques and VFX, and we expect it to be the largest chapter in the book.