![]() ![]() Note: Glow will usually only apply to the first line of text - see the multi-line option for more details. Note that very dark colours won't work here since the colour selected is an "addition" to the overall glow, so you may need to use a strong colour with this option. Select the colour you want to use with the swatch to the right. Lava, but may need some experimenting with. This can look great with some styles such as It's colour from the nearby edges of your text. Glow: Two different glow options are available: It's not the same as a full 3d render, but can look good for Minecraft and some other Thisģd style: This option will change the perspective of the text to look as if it's drop shadow: The drop shadow option creates a darker shadow underneath your text. Or try to create your own custom BBCode effect, which I have personally never managed to get to work unfortunately.Textcraft lets you apply some special settings to add some wow to your text.Ĭlick the "Create" button after changing these settings to update your text. Unfortunately the existing BBCode does not support HDR colors in Godot 3.X (I have not tested this in Godot4 yet), so you would have to write the BBCode in code like so: tool This allows you to assign a color to not just the whole text, but individual parts of the text as long as you use the BBCode box of the RichTextLabel. If you don't want to make all of the text node glow, but only a portion of the text, you will need to use a RichTextLabel. If you enable the shadow_as_outline property of the Theme Constants, you can give your Shadow a different color as your font, allowing you to control the color of font and the color of your glow separately. Likewise you can also use Font color properties in the Theme or Theme Override of the text node Inspector to give the text a color with a total RAW value higher than 1.0. Then to finally make your text glow, select the Label or other text node you might want to make glow and simply go to the Visibility category in the Inspector and increase the RAW value of any of the color channels to something higher than 1.0 (something between 1.0 and 3.0 is usually bright enough) Working in both horizontal and vertical orientations it offers to two side-by-side text editors that offer live editing of the text you want to compare. Everything else you can keep at default values. ![]() You might also want to set the Blend mode to "Additive" to make the color of the glow more visible and enable "Bicubic Upscale" also in the Glow settings. Set it's background mode to "Canvas" and enable the Glow. This is by far the simplest solution and contrary to what you seem to think you actually have a fair bit control over what glows, how much it glows and what color the glow is.Īdd a WorldEnvironment node, and create an Environment. Perhaps there's another way to make this work?Īnybody pulled something like this off or have ideas on how to do it? Tried this without much luck, as each letter of text is it's own minimally-sized quad, not leaving room to blur, also you start getting bleed in from other nearby letters on the texture for the font. Blur shaders are pretty expensive, though, so I thought maybe I could render to a viewport texture, blur like 1 px + add some distortion each frame to create a cool effect, but I think I'd have to use 2 viewports to do this, as I don't think you can modify and store a viewport texture in the same viewport.Ĥ) Material on the control itself. I'm leaning toward this, as it will probably be able to achieve the best visual quality. This sounds a bit tricky to get specific items to glow (for example, if you just wanted a selected menu item to glow, you'd have to render just that to the viewport, or find a way to mask it). Comes at a performance cost, too, since I'm not already using the bloom post effect.ģ) Viewport shader. Not sure if this would even work with UI elements - might have to render to a 3D object. Also won't look very sharp, and there's no way to specify what does and doesn't glow. Unfortunately, it doesn't seem like you can set text colors to be brighter than 1, which means you'll likely get pretty meh results. Probably the most optimal solution, but lacks any dynamic control for effects.Ģ) Use the glow from the WorldEnvironment. Here are some ideas I have:ġ) Add an option to the text outline (engine level modification) to have it fade toward the edge to get the glow effect. Trying to figure out what the best approach would be. HDRI Haven – CC0-licensed panorama skies.CC0 Textures ⋅ ⋅ Texture Haven – CC0-licensed PBR materials.Godot Shaders – Shaders specifically made for use in Godot Engine.Awesome Godot (curated list of Godot resources). ![]()
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