Distort Shining

I modified “Shining Sprite Effect” by making it more distorted, this shader is to be applied directly to a sprite. It will animate based on TIME and use luminance to determine which part of the sprite to highlight.

Shader code
shader_type canvas_item;

const float PI = 3.141516;

uniform float speed = 1.0;
uniform vec4 tint : hint_color = vec4(1.0, 1.0, 0.0, 1.0);
uniform float span : hint_range(0.1, 1.0) = 0.3;

float luminance(vec4 colour) {
    return 1.0 - sqrt(0.299 * colour.r * colour.r + 0.587 * colour.g * colour.g + 0.114 * colour.b * colour.b);
}

void fragment() {
    vec4 colour = texture(TEXTURE, UV);
    float target = abs(sin(TIME * PI * speed) * (1.0 + span));

    if (colour.a > 0.0) {
        float lum = luminance(colour);
        float diff = abs(lum - target);
        float mx = clamp(1.0 - diff / span, 0.0, 1.0);

        // Generate a random animation type
        int animation_type = int(fract(sin(dot(UV, vec2(12.3456, 78.9876))) * 43758.5453) * 4.0);

        if (animation_type == 0) {
            // Animation Type 0: Original animation
            colour = mix(colour, tint, mx);
        } else if (animation_type == 1) {
            // Animation Type 1: Vertical animation
            float y_offset = sin(TIME * PI * speed) * 0.5 + 0.5;
            vec2 uv_offset = vec2(0.0, y_offset);
            colour = texture(TEXTURE, UV + uv_offset);
        } else if (animation_type == 2) {
            // Animation Type 2: Horizontal animation
            float x_offset = sin(TIME * PI * speed) * 0.5 + 0.5;
            vec2 uv_offset = vec2(x_offset, 0.0);
            colour = texture(TEXTURE, UV + uv_offset);
        } else if (animation_type == 3) {
            // Animation Type 3: Color shift animation
            float r = colour.r;
            float g = colour.g;
            float b = colour.b;

            colour.r = g;
            colour.g = b;
            colour.b = r;
        }
    }

    COLOR = colour;
}
Tags
canvas, distort, shine
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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