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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