Simple Worldborder

A simple Minecraft style animated worldborder.

I am no shader expert, so please comment if there is something to improve.

Shader code
shader_type spatial;
render_mode shadows_disabled;

uniform float scale = 5.0;
uniform vec4 color : source_color = vec4(0.225, 0.97, 0.9, 0.25);

void fragment() {

	vec2 uv = UV * scale;
	float ar = (VIEWPORT_SIZE.x/VIEWPORT_SIZE.y);
	float t = (fract(TIME/7.5) * scale);
	float x = uv.x + (uv.y * ar) - t;

	ALPHA = 0.0;

	for(float i = -4.0; i < 4.0; i += 0.25) {

		float off = (i * scale) + x;

		if(off > 0.0 && off < 0.5) {
			ALBEDO = vec3(color.rgb) * mix(0.25, 1.0, off);
			ALPHA = color.a;
		}
	}
}
Tags
minecraft, worldborder
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.

Related shaders

Glitch worldborder but it has a very specific implementation idk

vertex paint controlled simple 3D wind sway shader

simple static shader optimized for lowpoly game

guest

1 Comment
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
Trixelized
11 months ago

Shaders calculate for every individual pixel (more or less), so you don’t need to iterate at all. Here’s what I would personally do, recreating the Minecraft world border:

shader_type spatial;
render_mode unshaded, blend_add, world_vertex_coords;

varying vec3 worldPos;

uniform float freq = 5.0;
uniform float speed = 1.0;
uniform float cutoff: hint_range(0.0, 1.0) = 0.5;
uniform vec3 color: source_color = vec3(0.0, 0.5, 1.0);

void vertex() {
   worldPos = VERTEX;
}

void fragment() {
   float o = dot(worldPos, vec3(freq));
   float f = fract(speed * TIME + o);
   ALBEDO = color * step(cutoff, f);
}