
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscnfresnel_rim_glow.gdshaderinspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Parameters
- base_color (vec4 = 0.08, 0.1, 0.16, 1), roughness (float = 0.35), metallic (float = 0.2), glow_color (vec4 = 0.2, 0.85, 1, 1), glow_power (float = 2.5), glow_intensity (float = 3), inner_glow (float = 0.08), pulse_speed (float = 2) and 1 more
- Result
- A dark surface with a bright coloured edge that breathes slowly.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/fresnel_rim_glow/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
An empirical Fresnel-style curve, not a physical Fresnel term. Flat faces seen head-on get no rim, so boxes glow only at grazing angles. Without the Glow post effect the emission does not bloom past the silhouette.