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godot shaders

Emissive Fresnel rim glow with pulse

Make the silhouette of a mesh glow with an emissive rim whose width follows a Fresnel power curve, independent of scene lights, with an optional slow pulse. Use for pickups, energy objects and highlighted interactables.

Recorded render of Emissive Fresnel rim glow with pulse

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • fresnel_rim_glow.gdshader
  • inspect_shader.py
  • material.tres
  • preview.png
  • test_package.py
  • verification/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_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_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.