
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscnforce_field_intersection.gdshaderinspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, blend_add, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- depth_texture (sampler2D), field_color (vec4 = 0.3, 0.7, 1, 1), base_strength (float = 0.06), rim_power (float = 3), rim_strength (float = 1.1), contact_width (float = 0.18), contact_strength (float = 2.5), band_frequency (float = 14) and 2 more
- Use it on
- Opaque geometry intersecting the shield; transparent objects are not in the depth buffer.
- Result
- A faint blue bubble with a bright outline, moving bands and bright lines where it cuts the floor and objects.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/force_field_intersection/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
The contact test compares depths along the view ray, so the glow band widens where the shield meets a surface at a shallow angle. Additive blending cannot darken. Depth reconstruction uses the CURRENT_RENDERER define to pick the depth range convention; only the Compatibility path ran.