Radial plasma shield segment

Shader for creating 2D directional shields

How to use:

Just create ColorRect and apply the shader to it’s material

Shader code
shader_type canvas_item;

uniform float angle : hint_range(0.0, 6.283184);
uniform float spread_angle : hint_range(0.1, 3.141592);
uniform float progress : hint_range(0.0, 1.0);
uniform float border_energy_offset : hint_range(0.0, 1.0);
uniform vec4 color : hint_color;
uniform vec4 edges_color : hint_color;
uniform float edges_valueable : hint_range(0.0, 1.0);
uniform float edges_fade : hint_range(0.0, 1.0);

void fragment(){
	vec2 center = vec2(0.5);
	vec2 center_uv = normalize(UV - center);
	float is = 1.0 - smoothstep(0.49*progress, 0.5*progress, distance(center, UV));
	vec2 frst_border = vec2(cos(angle+spread_angle/2.0), sin(angle+spread_angle/2.0));
	vec2 sec_boreder = vec2(cos(angle-spread_angle/2.0), sin(angle-spread_angle/2.0));
	vec2 radial_center = vec2(cos(angle), sin(angle));
	float posx = step(0.0, radial_center.x); // is radial_center.x positive
	float posy = step(0.0, radial_center.y); // is radial_center.y positive
	// using different formulas for different radial_center.x signs
	float is2 = step(min(frst_border.x, sec_boreder.x), center_uv.x)*posx; 
	float is3 = step(center_uv.x, max(frst_border.x, sec_boreder.x))*(1.0 - posx);
	// using different formulas for different radial_center.y signs
	float is4 = step(min(frst_border.y, sec_boreder.y), center_uv.y)*posy;
	float is5 = step(center_uv.y, max(frst_border.y, sec_boreder.y))*(1.0-posy);
	// how close to frontier is
	float border_factor = 1.0 - distance(2.0*(UV - center), center_uv);
	border_factor = pow(border_factor, border_energy_offset*50.0); // speeding up center fading
	// how close to radial center is
	float radial_center_factor = 1.0 - distance(center_uv, radial_center)/distance(frst_border, radial_center);
	// how close ro radial edges is
	float edge_radial_factor = (1.0 - radial_center_factor) * edges_valueable;
	// applying edge fading
	float edge_fade_factor = mix(radial_center_factor, 1.0, 1.0-edges_fade);
	COLOR.a = min(1.0, is2+is3)*min(1.0, is4+is5)*is*border_factor*mix(color.a, edges_color.a, edge_radial_factor)*edge_fade_factor;
	COLOR.rgb = mix(color.rgb, edges_color.rgb, edge_radial_factor);
radial, Shield
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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6 months ago

Thanks for the shader. Which values did you use? It comes up blank for me.