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godot shaders

Ice with surface and inner Voronoi cracks

Ice material with white Voronoi crack lines on the surface and a second crack layer that appears below the surface through tangent-space parallax, plus a cold frost rim and glossy highlights.

Recorded render of Ice with surface and inner Voronoi cracks

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • ice_crack_voronoi.gdshader
  • inspect_shader.py
  • material.tres
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Parameters
ice_color (vec4 = 0.62, 0.82, 0.95, 1), deep_color (vec4 = 0.12, 0.32, 0.58, 1), crack_color (vec4 = 0.95, 0.98, 1, 1), cell_scale (float = 5), crack_width (float = 0.035), inner_depth (float = 0.15), inner_strength (float = 0.55), frost_rim (float = 1.2) and 1 more
Use it on
A mesh with UVs and tangents (Godot primitive meshes have both).
Result
Pale blue ice with bright fracture lines on top and fainter fractures that shift inside as you move.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/ice_crack_voronoi/

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 inner layer is a single parallax offset, not refraction or real volume; at grazing angles it smears. Not transparent; objects behind the ice are not visible. Crack density follows the mesh UVs, so stretched UVs give stretched cells.