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Use Distance Fade To Avoid Collisions With Large Objects In Your Godot Game

Coming in Chapter 4.

Fabrizio Espindola, known as the author of The Unity Shaders Bible and founder of Jettelly, has been working on The Godot Shaders Bible since February. The book is still a work in progress and is being released one chapter at a time in both English and Spanish. A portion of the proceeds also supports the development of Godot Engine.

The book's content is shaped by reader feedback and community input, ensuring it stays practical and relevant for real-world applications. This time, Fabrizio demonstrated an effect that is particularly useful for avoiding large objects in open-world games. This technique can also be used to create underwater depth effects, with more case studies planned in the future.

This month, the focus is on Chapter 2, which covers custom lighting and rendering:

Read our interview with Fabrizio Espindola to learn more about his work and get The Godot Shaders bundle for 30% off here. Join our 80 Level Talent platform and our new Discord server, follow us on InstagramTwitterLinkedInTelegramTikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.

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