Simple spatial CRT effect

Simple spatial shaders for a fake CRT effect, useful for in-game screens, e.g. security cameras, when paired with a ViewportTexture. It provides:

  • an overlaid hue (green-ish by default)
  • scanlines
  • uv distortion with each scanline

Every parameter can be customized through uniforms.

Shader code
shader_type spatial;
render_mode blend_mix,unshaded;

uniform sampler2D base_texture : hint_albedo;

uniform vec4 hue: hint_color;
uniform bool flip = false;
uniform bool run = true;
uniform float uv_mult : hint_range(1.0, 50.0, .5) =  6.5;
uniform float lines_speed : hint_range(.1, 2.0, .01) =  .4;
uniform float line_alpha : hint_range(0.0, 1.0, .01) =  .5;
uniform float distortion : hint_range(-1.0, 1.0, .01) =  1.0;
uniform float intensity : hint_range(0.0, 2.0, .01) =  2.0;
uniform float line_definition : hint_range(0.0, 1.0, .01) =  .98;
uniform float min_thickness : hint_range(0.0, 1.0, .01) =  .03;

float map(float val, float min1, float max1, float min2, float max2)
{
	if (val < min1)
	{
		return min2;
	}
	
	if (val > max1)
	{
		return max2;
	}
	
	float delta1 = (max1-min1);
	float delta2 = (max2-min2);
	
	float scale = delta2/delta1;
	float offset = -min1*scale + min2;
	return val*scale + offset;
}

float smooth_compare(float val, float ref, float delta, float harhsness)
{
	float diff = abs(val-ref);
	
	return map(diff, harhsness/2.0, delta/2.0, 0.0, 1.0);
}

void fragment() {
	float coord = fract(UV.y*uv_mult + TIME*lines_speed*float(run));
	
	float mask = smooth_compare(coord, .5, 1.0 - line_definition, min_thickness);
	if (flip)
	{
		mask = 1.0 - mask;
	}
	
	float lines_mult = mask + (1.0 - mask)*(1.0 - line_alpha);
	
	vec2 base_uv = UV;
	base_uv.x += (distortion / 100.0)*lines_mult;
	vec4 albedo_tex = texture(base_texture,base_uv);
	
	ALBEDO = albedo_tex.rgb * hue.rgb * lines_mult * intensity;
}
Tags
3d, CRT, Spatial
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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