3D Speed lines (fast travel) shader

check out More shader & game Tutorials by me on my site. this shader is taken from Here. this sahder can be used for the quantum effects in space-like games. it has space-wrap like effect done using the refraction shader, and speed lines made using perlin noise.

Shader code
shader_type spatial;

render_mode
    cull_disabled,
    unshaded,
    blend_mix;

group_uniforms Speed_Lines;
uniform vec4 color1: source_color;
uniform vec4 color2: source_color;
uniform sampler2D noise_texture; // Our noise texture
uniform vec2 direction; // Direction of UV movement
uniform float speed : hint_range(0.0, 10.0); // Speed of UV movement

group_uniforms Refraction_Efects;
uniform float refraction_strength : hint_range(0.0, 8.0, 0.001) = 0.05;
uniform sampler2D screen_texture : hint_screen_texture;
uniform sampler2D depth_texture : hint_depth_texture;
uniform sampler2D normal_map;

group_uniforms Fading_Ends;
uniform float model_height = 2.0;
uniform float dissolve_start : hint_range(0.0, 1.0) = 0.0;
uniform float dissolve_length : hint_range(0.0, 1.0) = 1.0;
uniform float gradient_bias : hint_range(0.1, 5.0) = 1.0;
varying float vertex_height;

vec2 refract_uv(vec2 uv_coords, float _refraction_strength, vec3 surface_normal) {
    float refraction_intensity = _refraction_strength * 1.0;
    uv_coords += refraction_intensity * length(surface_normal) - refraction_intensity * 1.2;
    return uv_coords;
}

vec3 calculate_neon_effect(float value, vec3 base_color) {
    float ramp = clamp(value, 0.0, 1.0);
    vec3 neon_color = vec3(0.0);
    ramp = ramp * ramp;
    neon_color += pow(base_color, vec3(4.0)) * ramp;
    ramp = ramp * ramp;
    neon_color += base_color * ramp;
    ramp = ramp * ramp;
    neon_color += vec3(1.0) * ramp;
    return neon_color;
}

void vertex() {
    // For fading effect
    vertex_height = (VERTEX.y + (model_height / 2.0)) / model_height;
}

void fragment() {
    vec2 uv_movement = UV + direction.xy * TIME * speed;
    // Sample the noise texture with the moving UVs
    vec4 noise_color1 = texture(noise_texture, uv_movement);
    vec4 noise_color2 = texture(noise_texture, uv_movement + vec2(0.50));
    
    vec3 normal_map_rgb = texture(normal_map, uv_movement).rgb;

    // Apply noise color to the fragment
    ALBEDO = calculate_neon_effect(0.50 + noise_color1.a, color1.rgb);
    ALBEDO += calculate_neon_effect(0.50 + noise_color2.a, color2.rgb);
    
    float alpha_blend = noise_color1.a + noise_color2.a;
    
    ALBEDO = mix(ALBEDO, texture(screen_texture, refract_uv(SCREEN_UV, refraction_strength, normal_map_rgb)).rgb, 1.0 - alpha_blend);

    // Fading effects fragment part
    float gradient_height = abs(vertex_height - (dissolve_start + dissolve_length * 0.5));
    gradient_height *= 1.0 / dissolve_length;
    gradient_height = clamp(pow(gradient_height, gradient_bias), 0.0, 1.0);
    
    ALPHA = mix(1.0, 0.0, gradient_height);
}
Tags
fast, fast travel, quantum effects, relativity, space lines shader, space wrap, speed, speed lines
The shader code and all code snippets in this post are under MIT license and can be used freely. 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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