<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Shader on breeze 的博客</title><link>https://blog.brez.top/zh/tags/shader/</link><description>Recent content in Shader on breeze 的博客</description><generator>Hugo -- 0.163.3</generator><language>zh</language><lastBuildDate>Fri, 26 Jun 2026 04:00:00 +0800</lastBuildDate><atom:link href="https://blog.brez.top/zh/tags/shader/index.xml" rel="self" type="application/rss+xml"/><item><title>Blender &amp; Godot 3D 教程 - 2026-06-26 - Godot 4 着色器零基础入门：空间着色器与屏幕空间后处理，让你的 3D 角色「会发光」</title><link>https://blog.brez.top/zh/posts/blender-godot-2026-06-26/</link><pubDate>Fri, 26 Jun 2026 04:00:00 +0800</pubDate><guid>https://blog.brez.top/zh/posts/blender-godot-2026-06-26/</guid><description>零基础打开 Godot 4.6 着色器：理解着色器是什么、空间着色器 (spatial shader) 的 vertex + fragment 两段式结构、用 Fresnel 边缘光给 3D 角色加赛博朋克发光圈、用 ColorRect 做全屏 CRT 扫描线后处理。</description></item></channel></rss>