
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.tresmetaball_blobs_2d.gdshaderpreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- canvas_item
- Parameters
- blob_color (vec4 = 1, 0.35, 0.25, 1), highlight_color (vec4 = 1, 0.85, 0.45, 1), background_top (vec4 = 0.2, 0.05, 0.3, 1), background_bottom (vec4 = 0.45, 0.08, 0.25, 1), blob_count (int = 7), blob_size (float = 0.06), threshold (float = 1), speed (float = 0.4) and 1 more
- Use it on
- A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
- Result
- Orange blobs with yellow highlights flowing and merging over a purple gradient.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/metaball_blobs_2d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Cost grows with blob count times three field evaluations per pixel. Blobs are 2D: no occlusion or depth.