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Have you ever wondered how you could animate a slew of enemies without getting overwhelmed? I got you covered! In my latest dive into the magical world of Godot 4, I'm showcasing a nifty shortcut to animate character models: THE LAZY WAY! (With shaders!) 💬 Wanna chat? Join the Discord: / discord 🔗 Links 🔗 🎲 Wishlist Dice Crypt on Steam: https://store.steampowered.com/app/25... 🎵 Get LoFi Kitten on Steam: https://store.steampowered.com/app/25... ☕ Wishlist Capybarista on Steam: https://store.steampowered.com/app/23... 🍿 Wishlist Flying and Frying Popcorn Dude on Steam: https://store.steampowered.com/app/22... ☃️ Wishlist Snow Folks on Steam: https://store.steampowered.com/app/22... 🎮 Itch.io https://yarncatgames.itch.io/ This method lets you harness the mighty powers of Godot 4's custom shaders to bring your enemies to life. It's ideal for game jams and other situations where time is a bit scarce. Watch as I go through the process with our game Dice Crypt, applying this method to a whopping 18 different enemy types. You'll gain a unique insight into writing spatial shaders in Godot, step-by-step. As a bonus I also show how to do a custom toon-ramp based lighting and apply a skew to the models so they look better in a top-down view. Like what you see? Don't forget to hit that LIKE button and SUBSCRIBE for more awesome game development content. Don't be shy, leave a comment if you have any questions or suggestions for future videos! I will look over and reply to every comment! 00:00 - Intro 00:50 - Creating a shader material 01:12 - Initial albedo color 01:25 - Toon ramp explained 01:36 - Light function 02:10 - Dot product explained 03:00 - Dot product result 03:13 - Handling multiple lights 03:24 - Setting up a toon ramp 05:25 - Fixing a toon ramp problem 06:04 - Light color 06:12 - Attenuation 07:01 - Albedo from texture 07:17 - Vertex function 07:25 - Variables for the animation 08:00 - Sine and Cosine for animations 08:28 - Writing the vertex function 08:46 - Masking the feet out 09:14 - Vertical animation 09:46 - Offset the animations 10:30 - Skew the model 11:18 - Getting world position 11:57 - Converting back to local 12:35 - Dance in world space 12:55 - Result Music by Thiago Adamo