New Tutorial: Making a Gemstone Shader in Godot.
by Vicente C.
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Fabrizio breaks down how he builds a gemstone shader in Godot using view-dependent UV distortion, layered sampling, and color remapping to simulate internal reflections in real time.
Rendering the interior of a gem accurately can be expensive. A physically correct result would require techniques like ray tracing, simulating multiple light interactions inside the material: reflections, refractions, and light scattering.

In his latest video, Fabrizio explores a more practical way to do it, building a convincing approximation using textures and view-dependent distortion that works in real time. 
Starting from a simple mesh and a grayscale texture inside Godot, the shader distorts UVs using the view vector in tangent space, shifting how the texture is sampled based on the camera angle.

Part of the effect comes from offsetting those UVs and sampling the texture again, layering the result to create a sense of internal depth. Grayscale values are remapped into color, with a secondary pass adding slight variation across the surface.

Fabrizio will continue sharing tutorials like this on the channel, and once it reaches 1,000 subscribers, there will be a giveaway for the Godot Shaders Bible Collector’s Edition.
Interested in learning more?
If you are interested in shaders and the math behind game visuals, the Shaders Bible Collection brings together six books covering shader programming, procedural shapes, and core math concepts in Unity and Godot.

This is for developers, students, and creatives who want a better understanding of shaders, strengthen their fundamentals, and improve the visual quality of their projects.
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