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2D flame with rising turbulence

In your harnessGodot shaderMIT

Draw a flickering flame in a rectangle: distorted fractal noise rising over time, shaped by a tapering mask, coloured through a four-step heat ramp with transparency outside the flame.

Render of 2D flame with rising turbulence
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
core_color (vec4 = 1, 0.97, 0.75, 1), inner_color (vec4 = 1, 0.75, 0.2, 1), outer_color (vec4 = 0.95, 0.3, 0.05, 1), smoke_color (vec4 = 0.3, 0.05, 0.02, 1), rise_speed (float = 1.8), turbulence (float = 0.4), base_width (float = 0.5), height (float = 0.85) and 1 more
Use it on
A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
Result
A tall flickering flame with a pale core, yellow and orange body and dark red tips.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/fire_flame_2d/

Limits. Flat 2D effect with no light emission; add a PointLight2D to light the scene. The shape is symmetric on average, so very wide flames look like a column.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 58.1 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Height-weighted coordinate wobble, Rising fractional Brownian motion with heat ramp, Value noise with quintic interpolation and fractional Brownian motion
Tags
godot shader, canvas item, fire, flame, 2d, vfx, procedural
Identity
library.supply.creative_originals.1e6d3beeaba172fdb2029c33.9f2ad05fae86bec2
Version
9f2ad05fae86bec240d7fb5b8b9aeb52e87f9cb602f78bb74363a54240098a29

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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