Rainbow Gradient that ignores Black

Found this shader and modified it to ignore black. Though i’d share for convinience.

Shader code
shader_type canvas_item;

uniform float strength: hint_range(0., 1.) = 0.3;
uniform float speed: hint_range(0., 10.) = 0.5;
uniform float angle: hint_range(0., 360.) = 0.;

void fragment() {
    float hue = UV.x * cos(radians(angle)) - UV.y * sin(radians(angle));
    hue = fract(hue + fract(TIME  * speed));
    float x = 1. - abs(mod(hue / (1./ 6.), 2.) - 1.);
    vec3 rainbow;
    if(hue < 1./6.){
        rainbow = vec3(1., x, 0.);
    } else if (hue < 1./3.) {
        rainbow = vec3(x, 1., 0);
    } else if (hue < 0.5) {
        rainbow = vec3(0, 1., x);
    } else if (hue < 2./3.) {
        rainbow = vec3(0., x, 1.);
    } else if (hue < 5./6.) {
        rainbow = vec3(x, 0., 1.);
    } else {
        rainbow = vec3(1., 0., x);
    }
    vec4 color = texture(TEXTURE, UV);
    COLOR = mix(color, color * vec4(rainbow, color.a), strength);
}
Tags
godot 4
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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