Stylized SkyShader

The most updated version will be here: https://github.com/paddy-exe/GodotStylizedSkyShader

Hit me up on Discord (FlameLizard21 on Godot’s Discord) or Twitter (https://twitter.com/patrick_exe) if you have any questions.

Credits on GitHub

Shader code
// Shader Code origin from here: https://www.patreon.com/posts/making-stylized-27402644 by MinionsArt

shader_type sky;
render_mode use_half_res_pass;

// Horizon
uniform float offset_horizon : hint_range(-1.0, 1.0, 0.1) = 0.0;
uniform float horizon_intensity : hint_range(-10.0, 5.0, 0.001) = -3.3;
uniform vec4 sun_set : hint_color = vec4(1.0, 0.8, 1.0, 1.0);
uniform vec4 horizon_color_day : hint_color = vec4(0.0, 0.8, 1.0, 1.0);
uniform vec4 horizon_color_night : hint_color = vec4(0.0, 0.8, 1.0, 1.0);

// Sun
uniform vec4 sun_color : hint_color = vec4(1.0);
uniform float sun_radius : hint_range(0.0, 2.0, 0.001) = 0.5;
uniform bool flat_sun = true;

// Moon
uniform vec4 moon_color : hint_color = vec4(1.0);
uniform float moon_radius : hint_range(0.0, 2.0, 0.01) = 0.15;
// negative: crescent on right side
// positive: crescent on left side 
uniform float moon_crescent : hint_range(-0.3, 0.3, 0.001) = -0.3;
uniform float dark_falloff : hint_range(1.0, 6.0, 0.001) = 4.0;

// Day Background Colors
uniform vec4 day_bottom_color : hint_color = vec4(0.4, 1.0, 1.0, 1.0);
uniform vec4 day_top_color : hint_color = vec4(0.0, 0.8, 1.0, 1.0);

// Night Background Colors
uniform vec4 night_bottom_color : hint_color = vec4(0.0, 0.0, 0.2, 1.0);
uniform vec4 night_top_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);

// stars
uniform sampler2D stars_texture : hint_black;
uniform sampler2D base_noise : hint_black;
uniform float base_noise_scale : hint_range(0.0, 1.0, 0.001) = 0.2;
uniform float stars_speed : hint_range(0.0, 1.0, 0.001) = 0.3;
uniform float stars_cutoff : hint_range(0.0, 1.0, 0.001) = 0.08;
uniform vec4 stars_sky_color : hint_color = vec4(0.0, 0.2, 0.1, 1);

void sky() {
	// get skyUV to place the sun and the moon
	vec2 skyUV = EYEDIR.xz / EYEDIR.y;
	
	float base_n = texture(base_noise, (skyUV - TIME) * base_noise_scale).x;
	
	// get the middle -> abs of the EYEDIR to get the horizon
	float horizon = abs((EYEDIR.y * horizon_intensity) - offset_horizon);
	vec3 horizonGlow = clamp((1.0 - horizon * 5.0) * clamp(LIGHT0_DIRECTION.y * 10.0, 0.0, 1.0), 0.0, 1.0) * horizon_color_day.rgb;// 
	vec3 horizonGlowNight = clamp((1.0 - horizon * dark_falloff) * clamp( - LIGHT0_DIRECTION.y * 10.0, 0.0, 1.0), 0.0, 1.0) * horizon_color_night.rgb;//
	horizonGlow += horizonGlowNight;
	
	// horizon glow / sunset/ -rise
	float sunset = clamp((1.0 - horizon) * clamp(LIGHT0_DIRECTION.y * 5.0, 0.0, 1.0), 0.0, 1.0);
	vec3 sunsetColoured = sunset * sun_set.rgb;
	
	
	// sun creation
	float sun = distance(EYEDIR.xyz, LIGHT0_DIRECTION);
	float sunDisc = 1.0 - clamp(sun / sun_radius, 0.0, 1.0);
	
	// option to render flat sun
	if (flat_sun == true) {
		sunDisc = roundEven(sunDisc);
	}
	
	// moon creation
	float moon = distance(EYEDIR.xyz, - LIGHT0_DIRECTION);
	float crescentMoon = distance(vec3(EYEDIR.x + moon_crescent, EYEDIR.yz), - LIGHT0_DIRECTION);
	float crescentMoonDisc = 1.0 - (crescentMoon / moon_radius);
	crescentMoonDisc = clamp(crescentMoonDisc * 50.0, 0.0, 1.0);
	float moonDisc = 1.0 - (moon / moon_radius);
	moonDisc = clamp(moonDisc * 50.0, 0.0, 1.0);
	moonDisc = clamp(moonDisc - crescentMoonDisc, 0.0, 1.0);
	
	// combine sun and moon
	vec3 sunAndMoon = (sunDisc * sun_color.rgb) + (moonDisc * moon_color.rgb);
	
	// stars
	vec3 stars = texture(stars_texture, skyUV + (stars_speed * (TIME / 20.0))).rgb;
	stars *= clamp(-LIGHT0_DIRECTION.y, 0.0, 1.0);
	stars = step(stars_cutoff, stars);
	stars += stars_sky_color.rgb;
	//stars += (base_n * stars_sky_color.rgb);
	
	
	//Sky Background Gradient
	// day color gradient
	vec3 gradientDay = mix(day_bottom_color.rgb, day_top_color.rgb, clamp(EYEDIR.y, 0.0, 1.0));
	// night color gradient
	vec3 gradientNight = mix(night_bottom_color.rgb, night_top_color.rgb, clamp(EYEDIR.y, 0.0, 1.0));
	vec3 skyGradients = mix(gradientNight, gradientDay, clamp(LIGHT0_DIRECTION.y, 0.0, 1.0));
	
	vec3 sky = skyGradients + sunAndMoon + sunsetColoured + stars + horizonGlow;
	
	COLOR = sky;
}
Tags
clouds, moon, sky, Stars, stylized, Sun
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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goblinhours
goblinhours
10 months ago

I love how this looks and it’s really intuitive to configure, thanks so much for sharing!