CRT Shader for 3D game

Based on https://godotshaders.com/shader/crt-shader-2/

Can be added to a Sprite3D as a Material Override to simulate a CRT monitor for a Security Camera

 

Shader code
shader_type spatial;

uniform sampler2D TEXTURE;

vec2 curve(vec2 uv)
{
	uv = (uv - 0.5) * 2.0;
	uv *= 1.1;
	uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
	uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
	uv  = (uv / 2.0) + 0.5;
	uv =  uv *0.92 + 0.04;
	return uv;
}

void fragment() {
	
	vec3 c = textureLod(TEXTURE,UV, 0.0).rgb;
	vec2 iResolution = SCREEN_UV;
    vec2 q = UV / iResolution.xy;
    vec2 uv = UV;
    uv = curve( uv );
    vec3 oricol = texture( TEXTURE, vec2(q.x,q.y) ).xyz;
    vec3 col;
	float x =  sin(0.3*TIME+uv.y*21.0)*sin(0.7*TIME+uv.y*29.0)*sin(0.3+0.33*TIME+uv.y*31.0)*0.0017;

    col.r = texture(TEXTURE,vec2(x+uv.x+0.001,uv.y+0.001)).x+0.05;
    col.g = texture(TEXTURE,vec2(x+uv.x+0.000,uv.y-0.002)).y+0.05;
    col.b = texture(TEXTURE,vec2(x+uv.x-0.002,uv.y+0.000)).z+0.05;
    col.r += 0.08*texture(TEXTURE,0.75*vec2(x+0.025, -0.027)+vec2(uv.x+0.001,uv.y+0.001)).x;
    col.g += 0.05*texture(TEXTURE,0.75*vec2(x+-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002)).y;
    col.b += 0.08*texture(TEXTURE,0.75*vec2(x+-0.02, -0.018)+vec2(uv.x-0.002,uv.y+0.000)).z;

    col = clamp(col*0.6+0.4*col*col*1.0,0.0,1.0);

    float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
	col *= vec3(pow(vig,0.3));

    col *= vec3(0.95,1.05,0.95);
	col *= 2.8;

	float scans = clamp( 0.35+0.35*sin(3.5*TIME+uv.y*iResolution.y*1.5), 0.0, 1.0);
	
	float s = pow(scans,1.7);
	col = col*vec3( 0.4+0.7*s) ;

    col *= 1.0+0.01*sin(110.0*TIME);
	if (uv.x < 0.0 || uv.x > 1.0)
		col *= 0.0;
	if (uv.y < 0.0 || uv.y > 1.0)
		col *= 0.0;
	
	col*=1.0-0.65*vec3(clamp((mod(FRAGCOORD.x, 2.0)-1.0)*2.0,0.0,1.0));
	
    float comp = smoothstep( 0.1, 0.9, sin(TIME) );
 

    vec4 CRT = vec4(col,1.0);
	vec3 color = CRT.rgb;
ALBEDO = color;
}
Tags
CRT, Security Camera, Spatial
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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TheYellowArchitect
8 months ago

On a flat mesh, there is a black edge on the top-right. It’s like it curves/folds into itself. Without that (and perhaps some tiling/offset on the texture) it would be perfect.