#UberShader
same ubershader+packed mesh technique works with gpuParticle3D
No extra scene nodes or cpu code

must reflect *everything* ....

#godot #vfx #techart #gamedev #wip
February 15, 2025 at 9:08 PM
Dolphin’s dev blogs are some of the best technical writing on internet and not enough people read them.

My favorite is their “Ridiculous Ubershader”.

Pre-Compilation of the GameCube’s graphical effects is impossible:

5.64 x 10^511 possible states! So what do you do?
January 12, 2026 at 6:59 PM
a fun challenge to add into my stylized ubershader, blow up a lowpoly mesh without adding particles, shred the polygons you already have with a bit of vertex displacing, then dissolving + HDR the output albedo in the fragment shader.

test example slowed down

#godotengine #gamedev #wip #rtvfx #vfx
April 3, 2025 at 7:01 PM
more stylized 1pass ubershader stuff added, trying a style experiment
kitbashing stuff to quickly feel out ideas for a setting and color palette

its got #shmup vibes
#godotengine #gamedev #wip #solodev #indiedev
April 6, 2025 at 9:18 AM
implementing vertex anim texture support in my ubershader, and these happy little art accidents happened while writing another version of the code.

reminds me of Tron(1982 film) bits, but more glitchy and abstract. also reminds me of bismuth.

#gamedev #glitchart
April 1, 2025 at 12:21 AM
Been having fun designing organic areas for WK, but I gotta figure out how to make everything feel *sopping wet* without proper specularity. I'm kinda doing it with this shimmer feature in my ubershader, though maybe there's some old games that got the damp look without any fancy tricks?
October 10, 2025 at 4:18 AM
The entire state of the GameCube’s TEV is small enough to fit entirely inside a modern GPU constant cache (<2KB).



Dolphin is constantly pushing the boundaries, their blogposts are so fun to read.



The Ubershader is one of the famous examples, but even today they are doing crazy stuff.
January 12, 2026 at 6:59 PM
with great determination i have produced an Ubershader to pile o' shader variants compiler that is only marginally more horrifying than the genuinely infamous one from my previous workplace's inhouse engine 😎
August 4, 2026 at 6:04 AM
Something like Ubershader perhaps?
September 17, 2026 at 10:15 AM
TL;DR:

- In-editor game debugging ("Game" tab)
- Ubershader: Solving shader stutters
- Acyclic Render Graph: Performance goes 📈
- Reworked multi threading
- XR features for Meta Quest, and general XR improvements and optimizations
December 14, 2024 at 7:50 PM
Everyone said convert to PBR for better skin.
I said no and fixed the makeup layer instead.
G8 Uber, iRay, 100 presets. Same characters. Better face.
#Daz3D #DazStudio #Genesis8 #Genesis8Female #G8F #G8UberShader #iRay #UberShader #MakeupEditor #3DMakeup #DDMakeupEditor #DazMakeup #iRayUber
May 21, 2026 at 5:02 PM
Yeah the ubershader implementation is already merged in 4.4 dev, PSO compilation spikes are no longer a thing.
January 3, 2025 at 5:43 AM
the ubershader has changed
In honor of spooky month, share a 4 word horror story that only someone in your profession would understand

I'll go first: Six page commercial lease.
October 12, 2025 at 1:33 PM
Ja sieht aus wie 1 minecraft übershader
November 1, 2025 at 4:16 PM
Isn't ubershader code that you have to compile into different final shaders no longer an ubershader? (By "ubershader" I mean a shader that can handle most/all render paths at runtime, so you rarely/never have to switch shaders)
January 3, 2026 at 10:03 AM
oh it is just using levant's ubershader. i see
and it seems like it only works for cocks or cock-shaped things becuase it is NOT working with the udder rn lol
March 26, 2026 at 4:52 AM
Godot 4.4 update brings Jolt Physics, real-time editing, better XR support, Ubershader, AgX tone mapping, and more. Enhancements include Linux camera support, .NET 8.0 compatibility, and improved workflows
buff.ly
March 4, 2025 at 1:29 AM
Really excited to try out Ubershader. The Shader induced lag was really giving a bad experience to my demo, and was the thing people complained the most about. I could not make it disappear, with any of the usual techniques, now, I hope it will be resolved.
After a slight delay due to #GodotCon and the yearly contributor meeting we are back with a feature-packed update including the much-requested interactive in-game editing mode!

#godot #godotengine

godotengine.org/article/dev-...
Dev snapshot: Godot 4.4 dev 4
After a short delay due to GodotCon, we are back with another exciting update.
godotengine.org
November 9, 2024 at 10:31 AM
imo the old built-in pipeline with its excellent DIY shader support is the single most compelling reason to still use Unity. The newer ubershader-based pipelines have their fans but I'm too scared of picking one that gets discontinued, and anyway if an ubershader's what you need why not go Unreal
February 19, 2025 at 4:51 AM
Found a very annoying regression in #Godot 4.4 😔

For some reason trying to access TEXURE_PIXEL_SIZE in the light() shader causes the Ubershader to have compilation errors and crash.

Seems like a big oversight. At least there's workarounds.
March 6, 2025 at 4:23 AM
vtw tex anim works folded into the ubershader.
vtx normal keys as unoptimal RGB8 data, want to quant pack it to 8 or 16bits per.
Hw compressed as-is wont work even w BC7, topology+normals arent clustered to minimize errors. Probably still have objectionable nrm artifacts w/optim fitting in texspace
April 2, 2025 at 1:47 AM
That makes sense... my intuition is that gpus like it when big batches of stuff all go down the same path.

Hmm, so I guess using a texture instead of a vertex attribute for the material index of an ubershader would be potentially a lot less performant? (Not that I ever considered doing it that way)
January 3, 2026 at 9:49 AM
Yeah the interpreter-in-a-kernel is super clever/elegant; I’m a big fan of the approach!

It reminds me a bit of how the Dolphin emulator implements the entire GameCube/Wii rendering pipeline as an interpreter inside of a single gigantic ubershader.
April 24, 2026 at 8:05 PM
More stuff. Menus are longer. Start up time is no longer instant flash.

GDscript is a real grown-up language. Dicts have types, arrays have types, custom classes get automatic documentation, ubershader, abstract keyword.

Love it. But 3.x series charmed me with its simplicity.
September 17, 2025 at 6:23 AM
First of all, I love all these effects! I have actually used the scrolling effect, the wavy effect, and the outline. I'm also a huge fan of old school dither dissolves. I'd LOVE to see, like, an ubershader that put all these effects in one, disabled by default (like the one for StandardMaterial3D)
April 10, 2026 at 4:02 PM