Procedurally Animated Magical Orb

A spatial shader for creating procedurally animated magical orbs with emission. Vertex displacement, alpha transparency and color modulation are animated over time, and the vertex displacement is based on a generic noise function inside the shader itself.

Most of the interesting parameters are exported to the inspector as uniforms to provide easy control of the shader in the inspector.

Example usage:

  1. Create a MeshInstance node and assign a spherical mesh
  2. Increase Radial Segments to 256 and Rings to 128 for higher resolution orb
  3. In the Material slot create a new ShaderMaterial
  4. Create a new Shader inside the ShaderMaterial and paste the code in the editor
  5. Tweak the Shader Parameters from inside the ShaderMaterial in the inspector

 

Shader code
shader_type spatial;
render_mode blend_mix;

uniform vec4 base_color_shadow : hint_color = vec4(0.5, 0.0, 0.0, 1.0);
uniform vec4 base_color_highlight : hint_color = vec4(0.0, 0.5, 0.0, 1.0);
uniform float base_color_blend : hint_range(0.1, 2.0, 0.05) = 1.2;
uniform float color_modulate_frequency : hint_range(0.1, 10.0, 0.1) = 1.0;
uniform float noise_displacement : hint_range(0.1, 1, 0.01) = 0.3;
uniform float noise_scale : hint_range(1, 20, 0.1) = 7.0;
uniform float noise_time_scale : hint_range(0.1, 10, 0.1) = 1.0;
uniform float alpha_distance_min : hint_range(0.5, 1.5, 0.01) = 1.08;
uniform float alpha_distance_max : hint_range(1.0, 2.0, 0.01) = 1.6;
uniform float alpha_time_scale : hint_range(0.1, 10, 0.1) = 1.0;
uniform float emission_intensity : hint_range(0.0, 15.0, 0.1) = 2.0;
uniform float highlight_intensity : hint_range(0.1, 10.0, 0.1) = 3.0;

varying vec3 normal_norm;
varying vec3 vertex_local;
varying float vertex_d;

// Generic 3-in-1-out noise function from https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec4 mod289(vec4 x) {
	return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 perm(vec4 x) {
	return mod289(((x * 34.0) + 1.0) * x);
}

float noise(vec3 p) {
	vec3 a = floor(p);
	vec3 d = p - a;
	d = d * d * (3.0 - 2.0 * d);

	vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
	vec4 k1 = perm(b.xyxy);
	vec4 k2 = perm(k1.xyxy + b.zzww);

	vec4 c = k2 + a.zzzz;
	vec4 k3 = perm(c);
	vec4 k4 = perm(c + 1.0);

	vec4 o1 = fract(k3 * (1.0 / 41.0));
	vec4 o2 = fract(k4 * (1.0 / 41.0));

	vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
	vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

	return o4.y * d.y + o4.x * (1.0 - d.y);
}

// Simple function used for generating "waves" for modulating the vertex displacement over time
// Creates different waves for x, y and z (w1, w2 and w3) + one constant rotation around one axis
vec3 wave(float time) {
	float w1 = 0.134 * cos(2.874 * time) + 0.536 * sin(3.574 * time);
	float w2 = 0.446 * sin(2.567 * time) + 0.357 * cos(3.367 * time) + 5.746 * time;
	float w3 = 0.364 * cos(2.745 * time) + 0.256 * sin(3.645 * time);
	return vec3(w1, w2, w3);
}

void vertex() {
	// Getting the normalized normal vector (pointing out of the sphere) in order to displace the vertices along the axis of the normal
	normal_norm = normalize(NORMAL);
	VERTEX += noise_displacement * noise(VERTEX * noise_scale + wave(noise_time_scale * TIME)) * normal_norm;
	
	// Computing distance from new vertex location to center, will be used in fragment shader
	vertex_local = VERTEX;
	vertex_d = distance(vertex_local, vec3(0.0));
}

void fragment() {
	// Animating transparency (alpha) based on distance from sphere center using periodic variations in the treshold
	float alpha_distance_min_varying = alpha_distance_min + 0.05 * alpha_distance_min * cos(2.32 * alpha_time_scale * TIME) + 0.05 * alpha_distance_min * cos(5.17 * alpha_time_scale * TIME) + 0.04 * alpha_distance_min * sin(7.32 * alpha_time_scale * TIME);
	ALPHA = smoothstep(alpha_distance_min_varying, alpha_distance_max, vertex_d);
	
	// Setting the base colors of the orb, blending shadow and highlight color by using smoothstep and vertex distance from center
	ALBEDO = base_color_shadow.rgb + (base_color_highlight.rgb * smoothstep(base_color_blend - base_color_blend * 0.25, base_color_blend + base_color_blend * 0.25, vertex_d));
	
	// Animating (modulating) the base color using small periodic variations in red, green and blue channels 
	ALBEDO += vec3(0.067 * sin(5.346 * color_modulate_frequency * TIME), 0.058 * cos(7.346 * color_modulate_frequency * TIME), 0.073 * sin(3.346 * color_modulate_frequency * TIME));
	
	// Adjusting highlight intensity based on vertex distance from center. Larger values for highlight_intensity will darken areas with vertex_d < 1 and brighten areas with vertex_d > 1
	ALBEDO *= pow(vertex_d, highlight_intensity);
	
	// Making the material emissive by multiplying the albedo by an intensity factor
	EMISSION = emission_intensity * ALBEDO;
}
Tags
animated, field, Magic, orb, Procedural, Shield, Transparent
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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