
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngstained_glass_cells.gdshadertest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- cull_disabled, depth_draw_always
- Parameters
- glass_a (vec4 = 0.75, 0.12, 0.15, 1), glass_b (vec4 = 0.12, 0.3, 0.75, 1), glass_c (vec4 = 0.95, 0.75, 0.15, 1), glass_d (vec4 = 0.15, 0.55, 0.25, 1), lead_color (vec4 = 0.06, 0.06, 0.07, 1), cell_scale (float = 6), lead_width (float = 0.07), backlight (float = 1.6) and 2 more
- Use it on
- A quad or window mesh with UVs spanning the window.
- Result
- A glowing window of irregular red, blue, gold and green panes framed by black lead.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/stained_glass_cells/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Panes are random cells, not a designed picture. The glow is emission, not light cast into the room; pair it with a light or a projected texture for coloured light on the floor. Transparency is not sorted per pixel.