Simple World Triplanar Grid (Allows Transparency)

I use grid shaders for a lot of my projects so I wanted to save this one cause is quite simple. 

Features:

  • Adjustable line width and grid size (The grid follows the editor one by default).
  • Color customization that allows transparency.
  •  Triplanar mapping calculated based on the world position of the objects, ensuring consistency across the scene regardless of position.

How to use:

  1. Create a new shader material and a new shader script and paste this code in the script.
  2. Adjust the shader parameters to achieve the desired grid appearance, it follows the grid editor by default.
  3. Apply the material to the mesh instances in your scene to see the triplanar grid effect in action.

P.D.: I used github copilot to make this. Feel free to comment fixes for this and I will try to update it.

Shader code
shader_type spatial;

uniform float line_width : hint_range(0.0, 1.0) = 0.04;
uniform float grid_size : hint_range(0.0, 10.0) = 1.0;
uniform vec4 line_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 fill_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);

void fragment() {
	// Calculate world position
	vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;

	// Apply grid effect
	vec2 grid_pos = mod(world_pos.xz + grid_size * 0.5, grid_size) / grid_size - 0.5;
	grid_pos = abs(grid_pos) * 2.0;
	float line = min(step(line_width, grid_pos.x), step(line_width, grid_pos.y));

	// Apply color and transparency
	ALBEDO = mix(line_color.rgb, fill_color.rgb, line);
	ALPHA = mix(line_color.a, fill_color.a, line);
}
Tags
godot 4, grid, vulkan
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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