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godot shaders

Hexagon shield with travelling pulses

Energy shield made of hexagonal cells: glowing cell borders, cells that light up as a pulse wave climbs the object, random flickering cells and a Fresnel rim, drawn additively.

Recorded render of Hexagon shield with travelling pulses

What this component contains

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

How it works

Shader type
spatial
Render modes
unshaded, blend_add, cull_disabled, depth_draw_never, shadows_disabled
Parameters
edge_color (vec4 = 0.3, 0.8, 1, 1), fill_color (vec4 = 0.1, 0.35, 0.8, 1), hex_scale (float = 14), edge_width (float = 0.06), pulse_speed (float = 0.6), pulse_spacing (float = 1.2), flicker_rate (float = 3), flicker_share (float = 0.1) and 1 more
Use it on
A mesh with UVs; on a sphere the cells shrink toward the poles.
Result
A glowing hexagon-tiled bubble with bands of cells lighting up as pulses climb it.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/hexagon_shield_pulse/

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

Cells follow the mesh UVs, so they distort where UVs are stretched (sphere poles, seams). Additive blending cannot darken.