Erase

Hides a portion of a texture based on the percentage

Uniforms:
Percentage: How much of the texture is shown

Angle: The angle of the hiding line
Line Width: How thick the line is
Line Color: The line color

Implementation:
The shader itself does not handle the animation, so you will need to use tweening (or another suitable method) to achieve that effect

Here is my implementation:

func set_percent(percentage: float) -> void:
	material.set_shader_parameter('percentage', percentage)

func tween_percent():
	tween = create_tween()
	tween.tween_method(set_percent, 0.0, 1.0, 0.5)
Shader code
shader_type canvas_item;

// --- Uniforms --- //
uniform float percentage: hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float angle: hint_range(0.0, 6.28318530718, 0.1308996939) = 0.0;
uniform float line_width: hint_range(0.0, 1.0, 0.01) = 0.02;
uniform vec4 line_color: source_color = vec4(1.0);

// --- Functions --- //
vec2 rotate(vec2 _pos, float _sine, float _cosine) {
	return vec2(_pos.x * _cosine + _pos.y * -_sine, _pos.x * _sine + _pos.y * _cosine);
}

void fragment() {
	float sine = sin(angle);
	float cosine = cos(angle);
	float len = abs(sine) + abs(cosine);
	float dist = (rotate(((UV) - vec2(0.5)) / len, sine, cosine).y + 0.5) * (1.0 - line_width);
	float line = step(percentage, dist);
	COLOR.a -= line;
	COLOR.rgb = mix(COLOR.rgb, line_color.rgb, step(percentage, dist + line_width));
}
Tags
erase, hide
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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