Balatro Background Shader
shader toys: https://www.shadertoy.com/view/XXtBRr
fire shader: here
Shader code
shader_type canvas_item;
//took it directly from balatro source code
//buy balatro now: https://www.playbalatro.com
uniform highp float spin_rotation_speed = 2.0;
uniform highp float move_speed = 7.0;
uniform highp vec2 offset = vec2(0., 0.);
uniform highp vec4 colour_1 : source_color = vec4(0.871, 0.267, 0.231, 1.0);
uniform highp vec4 colour_2 : source_color = vec4(0.0, 0.42, 0.706, 1.0);
uniform highp vec4 colour_3 : source_color = vec4(0.086, 0.137, 0.145, 1.0);
uniform highp float contrast = 3.5;
uniform highp float lighting = 0.4;
uniform highp float spin_amount = 0.25;
uniform highp float pixel_filter = 740.;
uniform bool is_rotating = false;
#define SPIN_EASE 1.0
vec4 effect(vec2 screenSize, vec2 screen_coords){
highp float pixel_size = length(screenSize.xy) / pixel_filter;
highp vec2 uv = (floor(screen_coords.xy*(1./pixel_size))*pixel_size - 0.5*screenSize.xy)/length(screenSize.xy) - offset;
highp float uv_len = length(uv);
highp float speed = (spin_rotation_speed*SPIN_EASE*0.2);
if(is_rotating){
speed = TIME * speed;
}
speed += 302.2;
highp float new_pixel_angle = (atan(uv.y, uv.x)) + speed - SPIN_EASE*20.*(1.*spin_amount*uv_len + (1. - 1.*spin_amount));
highp vec2 mid = (screenSize.xy/length(screenSize.xy))/2.;
uv = (vec2((uv_len * cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid);
uv *= 30.;
speed = TIME*(move_speed);
highp vec2 uv2 = vec2(uv.x+uv.y);
for(int i=0; i < 5; i++) {
uv2 += sin(max(uv.x, uv.y)) + uv;
uv += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed));
uv -= 1.0*cos(uv.x + uv.y) - 1.0*sin(uv.x*0.711 - uv.y);
}
highp float contrast_mod = (0.25*contrast + 0.5*spin_amount + 1.2);
highp float paint_res = min(2., max(0.,length(uv)*(0.035)*contrast_mod));
highp float c1p = max(0.,1. - contrast_mod*abs(1.-paint_res));
highp float c2p = max(0.,1. - contrast_mod*abs(paint_res));
highp float c3p = 1. - min(1., c1p + c2p);
highp float ligth = (lighting - 0.2) * max(c1p*5. - 4., 0.) + lighting * max(c2p*5. - 4., 0.);
highp vec4 ret_col = (0.3/contrast)*colour_1 + (1. - 0.3/contrast)*(colour_1*c1p + colour_2*c2p + vec4(c3p*colour_3.rgb, c3p*colour_1.a)) + ligth;
return ret_col;
}
void fragment() {
vec2 uv = UV;
COLOR *= effect(TEXTURE_PIXEL_SIZE, uv);
}




this didn’t work for me, says that polarcoords is not defined
this one does work though:
https://godotshaders.com/shader/balatro-paint-mix/
update it
Hey OP, I’m new to Godot and I’m wondering if there’s an issue with this shader as it seems to crash my engine whenever I add it to the scene. I added it as a material of a meshinstance2d, a child of a canvaslayer. It shows up and works fine, it just keeps crashing my engine. (using 4.4.1 Stable)
not sure about your issue, try to use this shader on color rect(same as the example project), if it fine and with no crash, maybe it is an engine issues
Kk I’ll try,
*btw kamu org indo jg ya wkwkwk
https://enosistudio.com/unity-balatro-background-effet-with-shader-graph/
I adapted this shader for unity shader graph! thank you very much
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This shader is surprisingly fun to mess around with — I didn’t expect a background effect to change the whole feel of the game, but it really does, especially when you tweak the colors and speed settings. It’s a bit like exploring a sweep coin casino and realizing the visual style can totally shift your mood while you’re playing around. I’ve been cycling through a few presets just to see what sticks — anyone found a particular combo that makes the screen pop without being distracting?
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