
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pyjelly_wobble.gdshadermaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- cull_back
- Parameters
- jelly_color (vec4 = 0.35, 0.9, 0.45, 0.82), core_color (vec4 = 0.85, 1, 0.6, 1), bounce_period (float = 1.6), squash_amount (float = 0.18), wobble_amount (float = 0.12), wobble_frequency (float = 11), damping (float = 3), object_height (float = 1) and 1 more
- Use it on
- A mesh centred on its origin; set `object_height` to its height so the base stays planted.
- Result
- A green translucent blob that bounces, squashes and sways back to rest every 1.6 seconds.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/jelly_wobble/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Normals are not updated for the deformation, so lighting is slightly off at full squash. The bounce is a timed loop, not a physics response. Transparency means it is not depth sorted against other transparent objects.