Discrete Sunset

Discretized color gradient with scrolling lines with a slight parallax effect. Editable in colors and line width and speed.

Shader code
shader_type canvas_item;

uniform vec4 bottom_color: source_color;
uniform vec4 top_color: source_color;

uniform float beam_distance: hint_range(0.0, 0.3);
uniform float beam_height: hint_range(0.0, 0.1);
uniform float beam_width: hint_range(0.0, 0.5);
uniform int total_phases: hint_range(2, 20, 1);


float rand(float n){return fract(sin(n) * 43758.5453123);}


float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
	return mix(rand(fl), rand(fl + 1.0), fc);
}


float fmod(float x, float y) {
	return x - floor(x / y) * y;
}


vec4 lerp(vec4 a, vec4 b, float w) {
	return a + w * (b - a);
}


void fragment() {
	float t = float(total_phases);
	float s = 1.0 / t;
	float d = fmod(UV.y, s);
	float i = floor(UV.y * t);
	float ci = i + 1.0;
	float cit = ci / t;
	float beam_pos = s - d - beam_distance;
	float effective_beam_width = beam_width * cit + sqrt(pow(beam_height / 2.0, 2.0) - pow(beam_pos - beam_height / 2.0, 2.0));
	float beam_x = fmod(TIME * noise(ci) * cit, 1.0);
	float best_distance = min(abs(beam_x - UV.x), 1.0 - abs(beam_x - UV.x));
	
	if (beam_pos >= 0.0 && beam_pos <= beam_height && 
		best_distance <= effective_beam_width) i++;
	
	
	i = clamp(i, 0.0, t - 1.0);
	
	COLOR = lerp(top_color, bottom_color, i / (t - 1.0));
}
Tags
Abstract, background, canvas, sunset
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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