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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.

Render of Emissive Fresnel rim glow with pulse
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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