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.

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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