2D Shine Highlight

Found on reddit, thought I’d share it here too. Has 3 params:

  • shine_color: A color (can be transparent!)
  • shine_speed: How quickly it passes
  • shine_size: how wide it is
Shader code
shader_type canvas_item;

uniform vec4 shine_color : hint_color = vec4(1.0);
uniform float shine_speed : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float shine_size : hint_range(0.01, 1.0, 0.01) = 0.01;

void fragment() {
	COLOR = texture(TEXTURE, UV);
	float shine = step(1.0 - shine_size * 0.5, 0.5 + 0.5 * sin(UV.x - UV.y + TIME * shine_speed));
	COLOR.rgb = mix(COLOR.rgb, shine_color.rgb, shine * shine_color.a);
}
Tags
collectable, glint, highlight, item, shine
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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DeltaDragon99
DeltaDragon99
1 year ago

how do i make it cycle faster?

ACB_Gamez
1 year ago

Hey all, I just put out an “improved” version of this shader here that allows you to adjust the progress and angle of the shine animation.

DinoMC
DinoMC
27 days ago

Here’s a version where you can control the shine_speed (movement speed of the shine effect) and shine_frequency (time between each shine) separately. Also with the hint_color changed to source_color for Godot 4.2+.

(This is mostly for myself so I can find it again later, but might be useful for others :P)

shader_type canvas_item;


uniform vec4 shine_color : source_color = vec4(1.0);
uniform float shine_speed : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float shine_frequency : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float shine_size : hint_range(0.01, 1.0, 0.01) = 0.01;


void fragment() {
	COLOR = texture(TEXTURE, UV);
	float shine = step(1.0 - shine_size * 0.5, 0.5 + 0.5 * sin(shine_frequency * (UV.x - UV.y + TIME * shine_speed)));
	COLOR.rgb = mix(COLOR.rgb, shine_color.rgb, shine * shine_color.a);
}
CheeseOnCheese
CheeseOnCheese
8 days ago
Reply to  DinoMC

Nice! I needed to add an angle to it as well

shader_type canvas_item;


uniform vec4 shine_color : source_color = vec4(1.0);
uniform float shine_speed : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float shine_frequency : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform float shine_size : hint_range(0.01, 1.0, 0.01) = 0.01;
uniform float shine_angle : hint_range(0.0, 360.0, 1.0) = 45.0;


void fragment() {
    COLOR = texture(TEXTURE, UV);


    float angle_rad = radians(shine_angle);
    float cos_angle = cos(angle_rad);
    float sin_angle = sin(angle_rad);


    vec2 rotated_UV;
    rotated_UV.x = UV.x * cos_angle - UV.y * sin_angle;
    rotated_UV.y = UV.x * sin_angle + UV.y * cos_angle;


    float shine = step(1.0 - shine_size * 0.5, 0.5 + 0.5 * sin(shine_frequency * (rotated_UV.x + TIME * shine_speed)));
    COLOR.rgb = mix(COLOR.rgb, shine_color.rgb, shine * shine_color.a);
}