Radial Shine Highlight
Based on god ray shader found here: https://godotshaders.com/shader/god-rays/
Inspired by a shader used in The Legend of Zelda: Echoes of Wisdom.
Best used with a gradient.
Shader code
shader_type canvas_item;
render_mode blend_mix;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform sampler2D gradient;
uniform float spread = 0.5;
uniform float cutoff = 0.1;
uniform float size = 1.0;
uniform float speed = 1.0;
uniform float ray1_density = 8.0;
uniform float ray2_density = 30.0;
uniform float ray2_intensity = 0.3;
uniform float core_intensity = 2.0;
uniform bool hdr = false;
uniform float seed = 5.0;
float random(vec2 _uv) {
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
float noise(in vec2 uv) {
vec2 i = floor(uv);
vec2 f = fract(uv);
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0-2.0 * f);
return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
vec4 screen(vec4 base, vec4 blend){
return 1.0 - (1.0 - base) * (1.0 - blend);
}
void fragment() {
vec2 centered_uv = (UV - 0.5) * size;
float radius = length(centered_uv);
float angle = atan(centered_uv.y, centered_uv.x) + PI; // Add PI to fix left side cutoff
vec2 ray1 = vec2(angle * ray1_density + TIME * speed + seed + sin(angle * 3.0), radius * 2.0);
vec2 ray2 = vec2(angle * ray2_density + TIME * speed * 1.5 + seed + cos(angle * 2.0), radius * 2.0);
float cut = 1.0 - smoothstep(cutoff, cutoff + 0.2, radius);
ray1 *= cut;
ray2 *= cut;
float rays = hdr ?
noise(ray1) + (noise(ray2) * ray2_intensity) :
clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
rays *= smoothstep(spread, spread * 0.3, radius);
float core = smoothstep(0.2, 0.0, radius) * core_intensity;
rays += core;
vec4 gradient_color = texture(gradient, vec2(rays, 0.5));
vec3 shine = vec3(rays) * gradient_color.rgb;
float blur_amount = radius * 0.1;
vec2 blur_uv = SCREEN_UV + centered_uv * blur_amount;
vec4 blurred = texture(SCREEN_TEXTURE, blur_uv);
shine = screen(blurred, vec4(shine, rays)).rgb;
COLOR = vec4(shine, rays * gradient_color.a);
}