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Shadow 2D for Godot Engine
/**
* Shadow 2D.
* License: CC0
* https://creativecommons.org/publicdomain/zero/1.0/
*/
shader_type canvas_item;
render_mode blend_mix;
uniform vec2 deform = vec2(2.0, 2.0);
uniform vec2 offset = vec2(0.0, 0.0);
uniform vec4 modulate : hint_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec2 uv = UV;
float sizex = float(textureSize(TEXTURE,int(ps.x)).x);
float sizey = float(textureSize(TEXTURE,int(ps.y)).y);
uv.y+=offset.y*ps.y;
uv.x+=offset.x*ps.x;
float decalx=((uv.y-ps.x*sizex)*deform.x);
float decaly=((uv.y-ps.y*sizey)*deform.y);
uv.x += decalx;
uv.y += decaly;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, uv).a * modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}
@deakcor
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deakcor commented Feb 4, 2021

unknown

@Jeremi360
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In godot 3.5 this shadow is cut to sprite image boundaries

@deakcor
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deakcor commented Jan 4, 2023

In godot 3.5 this shadow is cut to sprite image boundaries

Hey, yes maybe the shader could be improved by resizing the vertex. I'll check to update it

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