
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscnhologram_scanlines.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
- holo_color (vec4 = 0.25, 0.85, 1, 1), line_density (float = 110), line_speed (float = 0.5), line_sharpness (float = 0.6), line_strength (float = 0.4), rim_power (float = 2), base_strength (float = 0.18), flicker_amount (float = 0.3) and 3 more
- Result
- A translucent cyan figure with moving horizontal lines, a bright outline, flicker and slice jumps.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/hologram_scanlines/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Additive blending cannot darken, so the hologram is invisible against white. The slice glitch moves vertices along the object X axis and needs enough vertical subdivisions to cut cleanly. Not depth sorted against other transparent objects.