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godot shaders

Hologram with scanlines, flicker and slice glitches

Render a mesh as an additive hologram: world-space scanlines that scroll, a Fresnel edge, random flicker and horizontal slices that jump sideways for a moment, all from TIME and hashes.

Recorded render of Hologram with scanlines, flicker and slice glitches

What this component contains

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