
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscnflag_wave_cloth.gdshaderinspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- cull_disabled
- Parameters
- flag_texture (sampler2D), stripe_a (vec4 = 0.1, 0.25, 0.6, 1), stripe_b (vec4 = 0.95, 0.95, 0.92, 1), emblem_color (vec4 = 0.9, 0.7, 0.15, 1), stripes (int = 5), amplitude (float = 0.12), wavelength (float = 0.9), speed (float = 3) and 2 more
- Use it on
- A QuadMesh (or plane) with enough subdivisions along U; the pole side must be at U = 0., Optional: a flag image for `flag_texture`.
- Result
- A striped flag with a gold disc rippling in waves that start at the pole.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/flag_wave_cloth/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Not a cloth simulation: no gravity response to orientation, no wind direction and no collision. Normals come from the UV-space function, assuming an unscaled quad, so strongly non-uniform scale skews lighting. Shadows follow the moving shape.