
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcar_paint_flakes.gdshadercomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Parameters
- face_color (vec4 = 0.55, 0.04, 0.08, 1), edge_color (vec4 = 0.18, 0.02, 0.12, 1), flip_power (float = 1.6), base_roughness (float = 0.38), flake_density (float = 0.12), flake_scale (float = 900), flake_tilt (float = 0.35), flake_color (vec4 = 1, 0.9, 0.85, 1) and 2 more
- Result
- Deep red paint that turns purple at the edges, sparkling with tiny flakes under a glossy coat.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/car_paint_flakes/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Flakes are one pixel or smaller at a distance and then shimmer; they are not filtered. Flake size is tied to object units, so scaled objects need a different `flake_scale`. The clear coat outputs depend on renderer support; the Compatibility run showed the base and flakes.