Spiraling pattern backdrop

Apply to your “aura” object (I used a capsule with flipped faces centered on my horror).

Apply a noise texture (or any other texture), potentially with color ramps.

Adjust speed of drop, swirl, etc to taste.

🎉

Shader code
shader_type spatial;
render_mode unshaded;

//// X: scaling in screenspace/texture u (cos repeats)
//// Y: scaling in screenspace/texture v (offset by +/-1)
//// Z: Scaling in alpha post fresnel
uniform vec3 noise_strength = vec3(.25, .25, .66667);
//// X: Periodicity of pattern sway in U
//// Y: Periodicity in time irregularity of speed in y
//// Z: Fresnel quantity
uniform vec3 noise_speed = vec3(0.075, -1.0, 0.66666666);
//// X/Y/Z: Nonuniform scaling in each dimension maximum.
uniform vec3 displacement_strength = vec3(0.333, .0625, 0.333);
//// X/Y/Z: Timescale for displacement_strength.
uniform vec3 displacement_speed = vec3(2.0, 3.0, 0.5);

varying vec3 offset_uva;

uniform sampler2D noise: source_color, repeat_enable;

float fresnel(float amount, vec3 normal, vec3 view)
{
	return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}

void vertex() {
	VERTEX.x += sign(VERTEX.x) * displacement_strength.x * abs(cos(displacement_speed.x*TIME + VERTEX.y));
	VERTEX.y += sign(VERTEX.y) * displacement_strength.y * abs(cos(displacement_speed.y*TIME + VERTEX.z));
	VERTEX.z += sign(VERTEX.z) * displacement_strength.z * abs(sin(displacement_speed.z*TIME + VERTEX.x));
	
	offset_uva = vec3(
		noise_strength.x * cos(noise_speed.x * (VERTEX.y + TIME)),
		noise_strength.y * (TIME + sin(noise_speed.y * (VERTEX.x + VERTEX.z + TIME))),
		noise_strength.z * (1.0-fresnel(noise_speed.z, NORMAL, CAMERA_DIRECTION_WORLD))
	);
}

void fragment() {
  vec4 col = texture(noise, SCREEN_UV + offset_uva.xy);
  // Set final output
  ALBEDO = col.rgb;
	ALPHA = col.a * offset_uva.z;
}
Tags
horror
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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