
Godot 3D Pixelart Starter Kit (Update 1)
Assets | Unknown license!
What is this? This is a Godot 4.6 base project with the base you need to achieve the t3ssel8r-style 3D pixel art look, the kind that actually holds up in motion, with no shimmering, no pixel crawl, no broken lighting. I spent a long time getting these systems to work together correctly. This kit is the result of that. You get to skip that part, or use it to study and learn from it. Tear it apart, build on top of it. I just hope it gets you closer to the game you're trying to make. What's inside Cel Shader - ramp-texture lighting with light wrap, steepness, shadow strength, Bayer dithering, multi-light chromaticity clamping, and a light cap. Foliage Cel Shader - same cel foundation but built for vegetation. Has 4-variation atlas UV remapping, camera-facing and Y-axis billboard modes, specular ramp, and wind sway helpers Water Shader Gerstner Waves - up to 8 summed wave trains with configurable amplitude, steepness, base frequency, speed, wind direction, direction spread, frequency range, spectral falloff, deep-water dispersion, and a seed for variation Depth Color - shallow-to-deep color blend with configurable distance and stepped cel banding Refraction - screen-space refraction driven by dual-layer noise (coarse + fine), with depth cap, edge fade, depth coherence check, and orthographic scale support Surface Wave Lines - scrolling grid-based animated wave lines with dead time, tide amplitude, and time scale controls Wave Crest Foam - Gerstner-height-driven foam band with independent threshold, thickness, and sharpness controls, lit via a cel diffuse ramp with light wrap Caustics - animated Voronoi caustic lines with inner glow, depth attenuation, and a pixel-block size control Toon Specular - cel ramp-driven specular highlight computed per light Rim Lighting - Fresnel-based rim with a cel ramp, configurable power, strength, color, and optional light gating Bayer Dithering - 4Ã4 ordered dither independently toggleable on depth banding, specular, rim, and wave foam Bob / Float - vertical bobbing driven by either a sine wave or a custom curve texture Outline Shader - screen-space outlines from depth and normals. Detects hard silhouette edges and soft convex creases separately, with individual tints, blend modes, and a tunable kernel Pixel Perfect Camera - orthographic with pixel snapping, subpixel smoothing compensation, and a smooth ortho-to-perspective transition. Camera Rig - WASD movement relative to the camera's facing direction, Q/E for smooth 45° snap rotation Pixel Art Upscaler - scales the viewport to fit any window size and keeps pixels sharp. UV drift correction syncs to the camera's subpixel error so nothing shimmers Demo Scene - everything working together so you can see it in context Pre-configured project settings ( Basic ) What's NOT included 3D models other than the base meshes from Godot Planned Updates Custom Terrain Authoring Tool - a custom made terrain authoring tool built specifically for this workflow Terrain Shaders - shaders designed to match the cel-shaded look across terrain surfaces More Base Systems - additional foundational systems to expand the kit over time Why am I selling this? I'm a developer from Brazil, and the money from this base project is going to help me fund my dream game by helping me buy Software Licenses and Tools. Living here makes it really hard to save up for that. These kits are how I'm getting there, one project at a time. If this helps your game look the way you want it to, that means a lot to me.
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