Emissive Fresnel rim glow with pulse
In your harnessGodot shaderMIT
Make the silhouette of a mesh glow with an emissive rim whose width follows a Fresnel power curve, independent of scene lights, with an optional slow pulse. Use for pickups, energy objects and highlighted interactables.

What it takes and gives
- Shader type
- spatial
- Parameters
- base_color (vec4 = 0.08, 0.1, 0.16, 1), roughness (float = 0.35), metallic (float = 0.2), glow_color (vec4 = 0.2, 0.85, 1, 1), glow_power (float = 2.5), glow_intensity (float = 3), inner_glow (float = 0.08), pulse_speed (float = 2) and 1 more
- Result
- A dark surface with a bright coloured edge that breathes slowly.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/fresnel_rim_glow/
Limits. An empirical Fresnel-style curve, not a physical Fresnel term. Flat faces seen head-on get no rim, so boxes glow only at grazing angles. Without the Glow post effect the emission does not bloom past the silhouette.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 57.2 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
- Facing ratio rim mask (1 - N.V raised to a power), Emission-only highlight
- Tags
- godot shader, spatial, fresnel, rim glow, emission, highlight, pulse
- Identity
library.supply.creative_originals.df674b13600f24a06aeb20ee.25526eb09c22b64e- Version
25526eb09c22b64ec190213f1ed31e49004832f45134798a26cd0aed03be1388
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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