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godot shaders

Gooch cool to warm technical shading

Shade a mesh from a cool tone facing away from the light to a warm tone facing it, with a white Blinn highlight and darkened silhouettes, for technical illustration that keeps shape readable in shadow.

Recorded render of Gooch cool to warm technical shading

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • gooch_cool_warm.gdshader
  • inspect_shader.py
  • material.tres
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Parameters
surface_color (vec4 = 0.72, 0.66, 0.58, 1), cool_color (vec4 = 0.08, 0.16, 0.55, 1), warm_color (vec4 = 0.62, 0.48, 0.08, 1), cool_mix (float = 0.25), warm_mix (float = 0.5), highlight_strength (float = 0.7), shininess (float = 48), edge_darkening (float = 0.7) and 1 more
Result
A mesh in blue to yellow shading with a white highlight and darkened outline band.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/gooch_cool_warm/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • contract_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_changes_pixels

Limits to consider

Non-photorealistic. Shadows from other objects are not darkened (Gooch shading ignores cast shadows except in the highlight); environment ambient light adds a uniform term. Edge darkening is a facing-ratio approximation: flat faces seen edge-on darken entirely.