Sprite progress bar

Convert any sprite into a progress bar with the help of color overlay.

Shader code
// UPDATED VERSION FOR GODOT 4

shader_type canvas_item;

uniform vec4 overlay_color : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float progress : hint_range(0.0,1.0) = 0.0;
uniform float strength : hint_range(0.0,1.0) = 0.0;

void fragment() {
	vec4 custom_color = texture(TEXTURE, UV);
	
	if (1.0 - UV.y <= progress && custom_color.a != 0.0) {
		custom_color.rgb = mix(custom_color.rgb, overlay_color.rgb, strength);
		custom_color.a = COLOR.a;
		
		COLOR = custom_color;
	}
}

// FOR GODOT 3.X

shader_type canvas_item;

uniform vec4 overlay_color : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float progress : hint_range(0.0,1.0) = 0.0;
uniform float strength : hint_range(0.0,1.0) = 0.0;

void fragment() {
	if (1f - UV.y <= progress) {
	  vec4 custom_color = texture(TEXTURE, UV);
	  custom_color.rgb = mix(custom_color.rgb, overlay_color.rgb, strength);
	  COLOR = custom_color;
	} else {
	  COLOR = texture(TEXTURE, UV);
	}
}
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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Anaflexys
Anaflexys
1 year ago

the shader affects the whole sprite as in not only the actual thing with color and shape but the png background as well

Anaflexys
Anaflexys
1 year ago

that issue is only for the godot 4.0 code :/

HuggyBear
5 months ago

Hi, I love the shader but the shader is accounting for each node including child nodes. So if I have a label node inside that sprite node that says it’s price tag or something, the progress overlay won’t be parallel. i.e. When the sprite is at 50% overlay, the label node inside that sprite will also be at 50% overlay. I used ChatGPT’s help to fix this and I’ve tested it thoroughly. I mean no disrespect and I just want to improve the shader.

Here’s the modified version for Godot 4:

shader_type canvas_item;

uniform vec4 overlay_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);

uniform float progress : hint_range(0.0, 1.0) = 0.0;

uniform float overlay_strength : hint_range(0.0, 1.0) = 0.0;

void fragment() {

  vec4 custom_color = texture(TEXTURE, UV);

  if (1.0 – UV.y <= progress && custom_color.a != 0.0) {

    // Mix the overlay color with the original color using overlay_strength

    custom_color.rgb = mix(custom_color.rgb, overlay_color.rgb, overlay_strength);

    custom_color.a = COLOR.a;

    COLOR = custom_color;

  }

}

Last edited 5 months ago by HuggyBear
HuggyBear
5 months ago
Reply to  HuggyBear

Turns out I was dumb. The code still doesn’t work. Sorry.

asdasd
asdasd
4 months ago

godot 3.5 this change make the shader works perfectly in godot 3.5

shader_type canvas_item;

uniform vec4 overlay_color : hint_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform float progress : hint_range(0.85,1.0) = 0.0;
uniform float strength : hint_range(0.0,1.0) = 0.0;

void fragment() {
vec4 custom_color = texture(TEXTURE, UV);

if (1.0 – UV.y <= progress && custom_color.a != 0.0) {
custom_color.rgb = mix(custom_color.rgb, overlay_color.rgb, strength);
custom_color.a = COLOR.a;

COLOR = custom_color;
}else{
COLOR = texture(TEXTURE, UV);
}
}