Hacker/Coding/Matrix Surface
Very simple shader to achieve a hacking/programming/matrix feel. Very easy to use.
1. Create new ShaderMaterial
2. Load this code as shader
And you’re ready to go!
If you don’t want shadows, remove depth_prepass_alpha from the render modes.
Shader code
shader_type spatial;
render_mode unshaded, depth_prepass_alpha;
void fragment() {
ALBEDO.rb = vec2(0.0);
ALBEDO.g = 1.0;
float mask1 = sin((UV.y - TIME) * 4.0) * 0.2 + 0.6;
float mask2 = sin((SCREEN_UV.x - TIME) * 30.0) * 0.2 + 0.8;
float scanlines_factor = pow((sin((SCREEN_UV.y - TIME / 15.0) * 150.0) * 0.5 + 0.5), 2.5) * mask1 * mask2;
float fresnel_factor = pow((1.0 - dot(VIEW, NORMAL)), 5);
ALPHA = pow(scanlines_factor + fresnel_factor, 0.9);
}



I adapted this for use with 2D!
shader_type canvas_item; void fragment() { COLOR.rb = vec2(0.0); COLOR.g = 1.0; float mask1 = sin((UV.y - TIME) * 4.0) * 0.2 + 0.6; float mask2 = sin((SCREEN_UV.x - TIME) * 30.0) * 0.2 + 0.8; float scanlines_factor = pow((sin((SCREEN_UV.y - TIME / 15.0) * 150.0) * 0.5 + 0.5), 2.5) * mask1 * mask2; float fresnel_factor = pow(0.0, 5); COLOR.a *= pow(scanlines_factor + fresnel_factor, 0.9); }