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godot shaders

Two-tone car paint with metal flakes and clear coat

Car paint with a colour that shifts from face to edge, glittering metal flakes from hashed object-space cells whose tilted normals catch the light, and a glossy clear coat layer.

Recorded render of Two-tone car paint with metal flakes and clear coat

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • car_paint_flakes.gdshader
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Parameters
face_color (vec4 = 0.55, 0.04, 0.08, 1), edge_color (vec4 = 0.18, 0.02, 0.12, 1), flip_power (float = 1.6), base_roughness (float = 0.38), flake_density (float = 0.12), flake_scale (float = 900), flake_tilt (float = 0.35), flake_color (vec4 = 1, 0.9, 0.85, 1) and 2 more
Result
Deep red paint that turns purple at the edges, sparkling with tiny flakes under a glossy coat.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/car_paint_flakes/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • contract_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_changes_pixels

Limits to consider

Flakes are one pixel or smaller at a distance and then shimmer; they are not filtered. Flake size is tied to object units, so scaled objects need a different `flake_scale`. The clear coat outputs depend on renderer support; the Compatibility run showed the base and flakes.