Lightnight arc

When applied to a cylindar, creates a randomly generated electric style arc between the top and bottom. The arc has maximum deviation from center at mid-height, and no devation at the caps. Technically it could be applied to other shapes.

Designed using visual shader, with shader code exported here.

Shader code
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx;

instance uniform float LowestY = -5;
instance uniform float HightestY = 5;
uniform float ArcTime : hint_range(0.10000000149012, 1, 0.10000000149012) = 0.10000000149012;
uniform float ArcsPerCycle : hint_range(1, 100, 1) = 10;
uniform sampler2D tex_vtx_3 : source_color;
uniform sampler2D tex_vtx_58;
uniform vec3 MaxShifts = vec3(5.000000, 5.000000, 5.000000);



void vertex() {
// Input:2
	vec3 n_out2p0 = VERTEX;


// VectorDecompose:24
	float n_out24p0 = n_out2p0.x;
	float n_out24p1 = n_out2p0.y;
	float n_out24p2 = n_out2p0.z;


// FloatParameter:23
	float n_out23p0 = LowestY;


// FloatParameter:22
	float n_out22p0 = HightestY;


	float n_out57p0;
// Remap:57
	float n_in57p3 = 0.00000;
	float n_in57p4 = 1.00000;
	{
		float __input_range = n_out22p0 - n_out23p0;
		float __output_range = n_in57p4 - n_in57p3;
		n_out57p0 = n_in57p3 + __output_range * ((n_out24p1 - n_out23p0) / __input_range);
	}


	float n_out54p0;
// Remap:54
	float n_in54p1 = 0.00000;
	float n_in54p2 = 1.00000;
	float n_in54p3 = -1.00000;
	float n_in54p4 = 1.00000;
	{
		float __input_range = n_in54p2 - n_in54p1;
		float __output_range = n_in54p4 - n_in54p3;
		n_out54p0 = n_in54p3 + __output_range * ((n_out57p0 - n_in54p1) / __input_range);
	}


// FloatFunc:29
	float n_out29p0 = abs(n_out54p0);


// FloatFunc:30
	float n_out30p0 = 1.0 - n_out29p0;


// VectorCompose:28
	float n_in28p1 = 1.00000;
	vec3 n_out28p0 = vec3(n_out30p0, n_in28p1, n_out30p0);


// Input:59
	vec2 n_out59p0 = UV;


// VectorOp:74
	vec2 n_in74p1 = vec2(0.00000, 1.00000);
	vec2 n_out74p0 = n_out59p0 * n_in74p1;


// Input:64
	float n_out64p0 = TIME;


// FloatParameter:72
	float n_out72p0 = ArcTime;


// FloatOp:73
	float n_out73p0 = n_out64p0 / n_out72p0;


// FloatParameter:71
	float n_out71p0 = ArcsPerCycle;


// FloatOp:65
	float n_out65p0 = mod(n_out73p0, n_out71p0);


// FloatFunc:68
	float n_out68p0 = ceil(n_out65p0);


	float n_out69p0;
// Remap:69
	float n_in69p1 = 0.00000;
	float n_in69p3 = 0.00000;
	float n_in69p4 = 1.00000;
	{
		float __input_range = n_out71p0 - n_in69p1;
		float __output_range = n_in69p4 - n_in69p3;
		n_out69p0 = n_in69p3 + __output_range * ((n_out68p0 - n_in69p1) / __input_range);
	}


// VectorCompose:70
	float n_in70p1 = 0.00000;
	vec2 n_out70p0 = vec2(n_out69p0, n_in70p1);


// VectorOp:60
	vec2 n_out60p0 = n_out74p0 + n_out70p0;


// Texture2D:3
	vec4 n_out3p0 = texture(tex_vtx_3, n_out60p0);
	float n_out3p1 = n_out3p0.r;
	float n_out3p2 = n_out3p0.g;
	float n_out3p3 = n_out3p0.b;


// MultiplyAdd:61
	float n_in61p1 = 2.00000;
	float n_in61p2 = -1.00000;
	float n_out61p0 = fma(n_out3p0.x, n_in61p1, n_in61p2);


// Texture2D:58
	vec4 n_out58p0 = texture(tex_vtx_58, n_out60p0);


// MultiplyAdd:63
	float n_in63p1 = 2.00000;
	float n_in63p2 = -1.00000;
	float n_out63p0 = fma(n_out58p0.x, n_in63p1, n_in63p2);


// VectorCompose:62
	float n_in62p1 = 0.00000;
	vec3 n_out62p0 = vec3(n_out61p0, n_in62p1, n_out63p0);


// Vector3Parameter:55
	vec3 n_out55p0 = MaxShifts;


// VectorOp:47
	vec3 n_out47p0 = n_out62p0 * n_out55p0;


// VectorOp:17
	vec3 n_out17p0 = n_out28p0 * n_out47p0;


// VectorOp:8
	vec3 n_out8p0 = n_out2p0 + n_out17p0;


// Output:0
	VERTEX = n_out8p0;


}

void fragment() {
// Input:3
	vec2 n_out3p0 = UV;


// Step:4
	vec2 n_in4p0 = vec2(0.01000, 1.00000);
	vec2 n_out4p0 = step(n_in4p0, n_out3p0);
	float n_out4p1 = n_out4p0.r;


// FloatFunc:9
	float n_out9p0 = 1.0 - n_out4p1;


// ColorConstant:2
	vec4 n_out2p0 = vec4(0.000000, 1.000000, 1.000000, 1.000000);


// VectorOp:8
	vec4 n_out8p0 = n_out2p0 * vec4(n_out9p0);


// Output:0
	ALPHA = n_out9p0;
	EMISSION = vec3(n_out8p0.xyz);


}
Tags
arc, electrical, electricity, jagged, lightning
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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