Clockwise pixel outline progress display
Displays pixel perfect outline around the canvas item based on the “progress” shader parameter.
Can be used to show crafting progress or item cooldown.
Requires at least 1 pixel gap on sprite edges to display correctly.
Feel free to use and modify the code.
Shader code
// CC0, shadecore_dev
shader_type canvas_item;
/* Color for the outline. */
uniform vec4 outline_color : source_color = vec4(1.0);
/* Outline alpha reduction at the start of the progress. Leave at 1.0 to disable fading. */
uniform float fade_minimum_alpha : hint_range(0.0, 1.0) = 0.5;
/* Outline fill progress. */
uniform float progress : hint_range(0.0, 1.0) = 1.0;
/* Rotation of the progress effect. */
uniform float rotation : hint_range(0.0, 6.28318530718) = 0.0;
/* Draw pixel outline on the borders of the sprite. */
uniform bool draw_border = true;
uniform int fill_style : hint_enum("Clock", "Center Fill", "Bottom Fill") = 0;
void fragment() {
vec2 pixel_size = TEXTURE_PIXEL_SIZE;
bool within = texture(TEXTURE, UV + pixel_size * vec2(1.0, 0.0)).a > 0.0;
within = within || texture(TEXTURE, UV + pixel_size * vec2(0.0, -1.0)).a > 0.0;
within = within || texture(TEXTURE, UV + pixel_size * vec2(0.0, 1.0)).a > 0.0;
within = within || texture(TEXTURE, UV + pixel_size * vec2(-1.0, 0.0)).a > 0.0;
bool outline = (within && (texture(TEXTURE, UV).a == 0.0)) ||
(
draw_border && (
abs(UV.x - 0.5) >= 0.5 - pixel_size.x ||
abs(UV.y - 0.5) >= 0.5 - pixel_size.y
)
);
float fill;
switch (fill_style){
case 0:
fill = (
(
atan(
floor((UV.x - 0.5) / pixel_size.x) * cos(rotation) + floor((UV.y - 0.5) / pixel_size.y) * sin(rotation),
floor((UV.y - 0.5) / pixel_size.y) * cos(rotation) - floor((UV.x - 0.5) / pixel_size.x) * sin(rotation)
) - PI
) / -TAU <= progress ? 1.0 : 0.0
);
break;
case 1:
fill = float(distance(vec2(
floor((UV.x - 0.5) / pixel_size.x),
floor((UV.y - 0.5) / pixel_size.y)
) * pixel_size, vec2(0.0, 0.0)) <= progress * 0.70710678118);
break;
case 2:
fill = float(
(
0.5 - (floor((UV.y - 0.5) / pixel_size.y) * cos(rotation) * pixel_size.y - floor((UV.x - 0.5) / pixel_size.x) * sin(rotation) * pixel_size.x)
) <= progress
);
break;
}
COLOR = float(!outline) * COLOR +
float(outline) *
outline_color *
fill *
(fade_minimum_alpha + progress * (1.0 - fade_minimum_alpha));
}
