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godot shaders

Scrolling neon grid floor

Retro synthwave floor: glowing grid lines with a soft halo that scroll toward the camera, colour shifting with distance and fading into a horizon haze.

Recorded render of Scrolling neon grid floor

What this component contains

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