
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.tresneon_grid_floor.gdshaderpreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded
- Parameters
- near_color (vec4 = 1, 0.2, 0.75, 1), far_color (vec4 = 0.2, 0.8, 1, 1), floor_color (vec4 = 0.03, 0, 0.06, 1), haze_color (vec4 = 0.35, 0.05, 0.4, 1), cell_size (float = 1), line_pixels (float = 1.5), glow_width (float = 0.12), scroll_speed (float = 1.5) and 2 more
- Result
- A dark purple floor ruled with pink lines that turn cyan toward a hazy horizon and scroll forward.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/neon_grid_floor/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
The halo is in world units, so it thins on screen with distance while the core stays pixel sized. Unshaded: no reflections of the lines. Very distant lines merge into haze rather than moire only because of the fade.