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.

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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