The Pain Shader

Eye bleeding is guranteed, use it across all meshes in your game for maximum effect.
(working in 4.2)

Shader code
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,unshaded,shadows_disabled,ambient_light_disabled;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform float speed = 5.0;
uniform float frequency_uniform = 30.0;

uniform bool is_breath = false;
uniform float breath_speed = 0.368;
uniform float breath_freq = 0.021;


varying float world_vertex_y;
varying float world_vertex_x;
varying float world_vertex_z;

void vertex() {
    UV=UV*uv1_scale.xy+uv1_offset.xy;
    world_vertex_y = VERTEX.y;
    world_vertex_x = VERTEX.x;
    world_vertex_z = VERTEX.z;
}





void fragment() {
	float frequency = frequency_uniform;
	if (is_breath){
		frequency = breath_freq * sin(TIME*breath_speed);
	}
	
	
    vec2 base_uv = UV;
    vec4 albedo_tex = texture(texture_albedo,base_uv);
    albedo_tex *= COLOR;
    //ALBEDO = albedo.rgb * albedo_tex.rgb;
    float oh_no = cos(world_vertex_x* TIME*speed)+ sin(world_vertex_y* TIME*speed);
    float oh_god = sin(world_vertex_z* TIME*speed)+ cos(world_vertex_x* TIME*speed);
    float oh_feck = sin(world_vertex_z* TIME*speed)+ cos(world_vertex_x* TIME*speed);
    
    ALBEDO = vec3(sin(oh_no*frequency * TIME*speed),cos(oh_god*frequency * TIME*speed),tan(oh_feck*frequency * TIME*speed) );
    
    METALLIC = metallic;
    ROUGHNESS = roughness;
    SPECULAR = specular;
    //ALPHA = round(sin(albedo.a + world_vertex_y*frequency + TIME*speed) );
    
    
    
    ALPHA_SCISSOR_THRESHOLD=alpha_scissor_threshold;
}
Tags
chaos, flashy, Static
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.

More from KnightNine

Low Poly Fresnel

3D Low Distortion Refraction (Low Poly Glass)

Related shaders

Thick 3D Screen Space – Depth – & Normal – Based Outline Shader.

Glass shader

Decal shader 4.0 port

Subscribe
Notify of
guest

3 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
The GUY
11 months ago

This made my soul screech inside of me. I felt the gears of providence turning in the bowels of my universal being. The CIA will surely use this to reprogram the masses. Thank you for your contribution. May the light guide your soul.

BlindEye
BlindEye
9 months ago

Not the shader we needed but the shader we deserve.

beholder_xp
beholder_xp
6 months ago

I absolutely love it, 2 important things:
reduce speed to 0.1~0.5
reduce frequency to 1.0~5.0
don’t forget to use is_breath true or false
and you will get yourself beautiful TV signal lost/static shader or alien portal

change these lines (remove TIME) to get more control over chaos:
//float oh_no = cos(world_vertex_x* TIME*speed)+ sin(world_vertex_y* TIME*speed);
float oh_no = cos(world_vertex_x)+ sin(world_vertex_y);

//float oh_god = sin(world_vertex_z* TIME*speed)+ cos(world_vertex_x* TIME*speed);
float oh_god = sin(world_vertex_z)+ cos(world_vertex_x);

//float oh_feck = sin(world_vertex_z* TIME*speed)+ cos(world_vertex_x* TIME*speed);
float oh_feck = sin(world_vertex_z)+ cos(world_vertex_x);