3D Bubble/Spatial shield shader

a shader i made while testing something, feel free to use it however you want.

Preferably apply it on a mesh, the example rn is a meshinstance with circle shape, it works best on that.

p.s i can make more unique ones if people want :))

Shader code
shader_type spatial;

uniform vec4 base_color : source_color = vec4(0.0, 0.5, 1.0, 1.0);
uniform vec4 pulse_color : source_color = vec4(0.5, 0.7, 1.0, 1.0);
uniform float speed : hint_range(0.1, 5.0) = 1.0;
uniform float scale : hint_range(0.1, 10.0) = 1.0;
uniform float distortion : hint_range(0.1, 5.0) = 1.0;
uniform float shield_power : hint_range(0.0, 1.0) = 0.8;
uniform float rim_power : hint_range(0.0, 5.0) = 2.0;
uniform float pulse_frequency : hint_range(0.1, 10.0) = 2.0;

float noise(vec3 p) {
    return fract(sin(dot(p, vec3(12.9898, 78.233, 45.5432))) * 43758.5453);
}

float fbm(vec3 p) {
    float value = 0.0;
    float amplitude = 0.5;
    float frequency = 1.0;
    for (int i = 0; i < 5; i++) {
        value += amplitude * noise(p * frequency);
        amplitude *= 0.5;
        frequency *= 2.0;
    }
    return value;
}

void vertex() {
    float displacement = fbm(VERTEX * scale + vec3(0.0, 0.0, TIME * speed)) * distortion;
    VERTEX += NORMAL * displacement * 0.1;
}

void fragment() {
    vec3 view_dir = normalize(VIEW);
    vec3 normal = normalize(NORMAL);
    
    // Fresnel effect for shield rim
    float fresnel = pow(1.0 - dot(normal, view_dir), rim_power);
    
    // Noise-based distortion
    vec3 noise_pos = VERTEX * scale + vec3(0.0, 0.0, TIME * speed);
    float noise_val = fbm(noise_pos);
    
    // Pulsating effect
    float pulse = (sin(TIME * pulse_frequency) + 1.0) * 0.5;
    
    // Combine effects
    float shield_intensity = mix(shield_power, 1.0, fresnel);
    shield_intensity *= mix(0.8, 1.2, noise_val);
    shield_intensity *= mix(0.9, 1.1, pulse);
    
    // Color mixing
    vec4 final_color = mix(base_color, pulse_color, pulse * 0.5);
    final_color.rgb *= shield_intensity;
    
    // material properties
    ALBEDO = final_color.rgb;
    EMISSION = final_color.rgb * shield_intensity * 2.0;
    ALPHA = clamp(shield_intensity * 1.5, 0.0, 1.0);
    ROUGHNESS = 0.1;
    METALLIC = 0.8;
    
    vec3 normal_distortion = vec3(noise_val, noise_val, 1.0) * 0.1;
    NORMAL_MAP = normalize(mix(NORMAL, normal_distortion, 0.5));
}
Tags
3d
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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