Procedural Electric Current Shader

A procedural electric current shader.

Shader code
/*
	動的電撃シェーダー by あるる(きのもと 結衣)
	Procedural Electric Current Shader by Yui Kinomoto @arlez80

	MIT License
*/
shader_type spatial;
render_mode unshaded, blend_add;

uniform vec4 light_color : hint_color = vec4( 0.32, 0.5, 0.82, 0.5 );
uniform vec4 arc_color : hint_color = vec4( 0.46, 0.68, 1.0, 1.0 );

uniform vec2 seed = vec2( 0.0, 0.0 );
uniform float speed = 5.1;
uniform float random_scale = 4.6;
uniform float electro_scale = 11.459;

vec2 random( vec2 pos )
{ 
	return fract(
		sin(
			vec2(
				dot(pos, vec2(12.9898,78.233))
			,	dot(pos, vec2(-148.998,-65.233))
			)
		) * 43758.5453
	);
}

float value_noise( vec2 pos )
{
	vec2 p = floor( pos );
	vec2 f = fract( pos );

	float v00 = random( p + vec2( 0.0, 0.0 ) ).x;
	float v10 = random( p + vec2( 1.0, 0.0 ) ).x;
	float v01 = random( p + vec2( 0.0, 1.0 ) ).x;
	float v11 = random( p + vec2( 1.0, 1.0 ) ).x;

	vec2 u = f * f * ( 3.0 - 2.0 * f );

	return mix( mix( v00, v10, u.x ), mix( v01, v11, u.x ), u.y );
}

float noise_tex( vec2 p )
{
	return (
		value_noise( p * 0.984864 ) * 0.5
	+	value_noise( p * 2.543 ) * 0.25
	+	value_noise( p * 9.543543 ) * 0.125
	+	value_noise( p * 21.65436 ) * 0.0625
	+	value_noise( p * 42.0 ) * 0.03125
	+	value_noise( p * 87.135148 ) * 0.015625
	+	value_noise( p * 340.66534654 ) * 0.0078125
	);
}

void fragment( )
{
	vec2 uv = seed + vec2( UV.x + cos( TIME * 1321.21 + UV.y * 348.513 ) * 0.004, UV.y + sin( TIME * 421.21 + UV.x * 314.513 ) * 0.0016 );
	float f = abs( cos( TIME * speed + noise_tex( uv * random_scale ) * electro_scale ) );

	ALBEDO = mix( light_color, arc_color, 1.0 - clamp( ( f - 0.08 ) * 20.0, 0.0, 1.0 ) ).rgb;
	ALPHA = 1.0 - clamp( ( f - 0.3 ) * 3.0, 0.0, 1.0 );
}
Tags
Electric, Procedural
The shader code and all code snippets in this post are under MIT license and can be used freely. 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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