GHOST SHINE

Please Check this shader for effect type Megaman X how the power of ZERO 

Play whit the values for diferent efects 

You can use :

Line Shadow 

Shadow Complete

Shadow Shine

Line Color

Shadow Shine Line

 

I stayed up a little late doing it for about 4 hours

I know almost nothing about shaders

  so I hope you like it

Bear with me

Thanks for trying

Shader code
/* 
@LURGX 2024 ghost shine
*/
shader_type canvas_item;

uniform bool shain = false; //Activate the rainbow or select you color
uniform bool onecolor = false; //Activate the rainbow or select you color
uniform vec4 line_color : hint_color = vec4(1.0, 1.0, 1.0, 1.0);//color line
uniform float line_scale : hint_range(0, 1.5) = 1.0;    // thickness of the line
uniform float shadow : hint_range(0, 1.6) = 1.6;    // shadow lenght
uniform float shadow_mult : hint_range(0, 1.6) = 1.6;    // shadow alpha
uniform float frequency : hint_range(0.0, 5.0) = 2;  // frequency of the shine
uniform float transparency: hint_range(0.0, 5.0) = 0;  // transparency of shadow/if you use a onecolor please up the transparency

void fragment() {
	float alpha = 0.6;
	vec2 size = TEXTURE_PIXEL_SIZE * line_scale;
	float outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
	outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
	outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
	outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
	outline += texture(TEXTURE, UV + vec2(-size.x, size.y)).a;
	outline += texture(TEXTURE, UV + vec2(size.x, size.y)).a;
	outline += texture(TEXTURE, UV + vec2(-size.x, -size.y)).a;
	outline += texture(TEXTURE, UV + vec2(size.x, -size.y)).a;
	outline = min(outline, shadow*shadow_mult);

	vec4 animated_line_color = vec4(0.5 + sin(2.0*3.14*frequency*TIME),
							   0.5 + sin(2.0*3.14*frequency*TIME + radians(120.0)) +transparency,
							   0.5 + sin(2.0*3.14*frequency*TIME + radians(240.0)),
							   alpha );
//							   alpha + cos(2.0*3.14*frequency*TIME + radians(240.0)));
	vec4 one_color = vec4(line_color.r,line_color.g,line_color.b,0) + vec4(line_color.r * sin(frequency*2.0*TIME) + line_color.r-0.2,
							   line_color.g * sin(frequency*2.0*TIME) + line_color.g-0.2,
							   line_color.b * sin(frequency*2.0*TIME) + line_color.b-0.2,
							   alpha );


	vec4 animated = vec4(line_color.r ,
							   line_color.g,
							   line_color.b,
							   alpha);




	vec4 color = texture(TEXTURE, UV);

	if (onecolor == true){
		COLOR = mix(color,one_color*transparency,outline+color.a);
	}


	if (shain == true && onecolor == false){
		COLOR = mix(color,animated_line_color, outline + color.a);
		
	}
	else if (shain == false && onecolor == false){
		COLOR = mix(color,animated, outline + color.a);
	}




}
Tags
GLES2, GLES3, outline, shadow
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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