Chromatic Chaos Distortion (Godot4)
Shader by CasualGarageCoder, updated to Godot 4. It gives chaos distortion and animate it, with exported properties. Should be applied to something like a ColorRect so objects below are affected.
Shader code
//shader by CasualGarageCoder, updated to Godot 4
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float chaos : hint_range(0., 32.) = 1.;
uniform float radius : hint_range(0., 1.) = 0.5;
uniform float attenuation : hint_range(1., 5.) = 2.;
varying vec2 amount_r;
varying vec2 amount_g;
varying vec2 amount_b;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453) - .5;
}
void vertex() {
vec2 shifted_uv = (UV * 2.) - 1.;
amount_r = normalize(
vec2(rand(TIME * 1.3 * shifted_uv),
rand(TIME * 1.64 * shifted_uv)));
amount_g = normalize(
vec2(rand(TIME * 1.5 * shifted_uv),
rand(TIME * 1.7 * shifted_uv)));
amount_b = normalize(
vec2(rand(TIME * 1.17 * shifted_uv),
rand(TIME * 1.23 * shifted_uv)));
}
void fragment() {
vec2 chaos_v = vec2(chaos, -chaos) * SCREEN_PIXEL_SIZE;
float dist = length((UV - vec2(0.5)) * 2.);
float att = clamp(dist / radius, 0., 1.);
chaos_v *= 1. - pow(att, attenuation);
COLOR = vec4(
texture(SCREEN_TEXTURE, SCREEN_UV + chaos_v * amount_r).r,
texture(SCREEN_TEXTURE, SCREEN_UV + chaos_v * amount_g).g,
texture(SCREEN_TEXTURE, SCREEN_UV + chaos_v * amount_b).b,
1.);
}

this shader is insane im gonna use it on my game Bounty Hunters 🙂 thanks
Very weird. The shader works in a scene, but when I instantiate that scene in another one, it doesn’t work (hides the sprite). If I replace it with another shader, it works (so it’s not an issue that can be solved with BackBuffer). Any ideas why?
Could be related to the default sharing of resources (in this case, the shader)? Try making it unique for each instance and see how it goes.