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Parallax fog bands

In your harnessGodot shaderMIT

Drifting layered fog for 2D scenes: several fBm bands at different heights, speeds and opacities, denser toward the ground, drawn as a transparent overlay.

Render of Parallax fog bands
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
fog_color (vec4 = 0.85, 0.88, 0.92, 1), density (float = 0.9), ground_line (float = 0.8), fog_height (float = 0.45), drift_speed (float = 0.04), scale (float = 3), layers (int = 3)
Use it on
A ColorRect above the scene covering the area that should show fog.
Result
Soft white fog banks drifting across the lower half of the city scene.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/fog_layers_2d/

Limits. Fog does not interact with scene depth: every layer covers everything under it. Large rectangles with many layers cost several fBm evaluations per pixel.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 91.3 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
Layered drifting fractional Brownian motion, Height masks per layer, Value noise with quintic interpolation and fractional Brownian motion
Tags
godot shader, canvas item, fog, mist, parallax, atmosphere, procedural
Identity
library.supply.creative_originals.c67c562176ec0e68a9163c64.e86d08f592b52fcc
Version
e86d08f592b52fcc9d2b7cc8eaa14902764d45134de8d156ae0e8ab81e236caf

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

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