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godot shaders

Circuit board traces with travelling pulses

Printed circuit board surface: a cell grid of random copper traces (straight runs, corners and via pads) on solder mask, with emissive signal pulses running along the traces.

Recorded render of Circuit board traces with travelling pulses

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • circuit_trace_pulses.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
board_color (vec4 = 0.04, 0.22, 0.12, 1), copper_color (vec4 = 0.78, 0.6, 0.3, 1), pulse_color (vec4 = 0.3, 1, 0.9, 1), cells (float = 14), trace_width (float = 0.09), via_radius (float = 0.18), pulse_speed (float = 1.2), pulse_share (float = 0.45) and 1 more
Use it on
A mesh with UVs.
Result
A green board covered in copper lines, corners and rings with cyan sparks running along some lines.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/circuit_trace_pulses/

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

Traces are chosen per cell independently, so many end at cell borders without connecting; it reads as decoration, not a routed circuit. Thin traces alias at small sizes.