Disappearance shader 2D
This is my first attemption to clone shader from Crossout, but i think, i made it much cooler.
Without anti-aliasing.
Shader code
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform float size: hint_range(-1.,1.) = 0.;
uniform vec2 source_size = vec2(16., 16.);
void fragment() {
vec2 point = (1./TEXTURE_PIXEL_SIZE) / source_size;
vec2 uv_temp = UV;
uv_temp *= point;
vec2 i_uv = floor(uv_temp);
vec2 f_uv = fract(uv_temp);
float wave = max(0.,i_uv.x/i_uv.x*2.-1. - sin(TIME));//replace sin(TIME) with "size" to custom param
vec2 center = (f_uv*2.-1.);
float shape = length(tan(center)*sin(center)-cos(center));
shape = 1. - step(wave,shape);
COLOR *= shape
}
twin towers go bye bye
How can i use this one with godot 3.5 ?
It throws error
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
You have an error on Line 10
Unknown identifier in expression: ‘a’.
We can change that “a” for a vec2(10.0, 10.0) for example, and play with the values.
The higher the values the smaller the dots.
Hope it helps!
i fixed it, thanks!