Gooch cool to warm technical shading
In your harnessGodot shaderMIT
Shade a mesh from a cool tone facing away from the light to a warm tone facing it, with a white Blinn highlight and darkened silhouettes, for technical illustration that keeps shape readable in shadow.

What it takes and gives
- Shader type
- spatial
- Parameters
- surface_color (vec4 = 0.72, 0.66, 0.58, 1), cool_color (vec4 = 0.08, 0.16, 0.55, 1), warm_color (vec4 = 0.62, 0.48, 0.08, 1), cool_mix (float = 0.25), warm_mix (float = 0.5), highlight_strength (float = 0.7), shininess (float = 48), edge_darkening (float = 0.7) and 1 more
- Result
- A mesh in blue to yellow shading with a white highlight and darkened outline band.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/gooch_cool_warm/
Limits. Non-photorealistic. Shadows from other objects are not darkened (Gooch shading ignores cast shadows except in the highlight); environment ambient light adds a uniform term. Edge darkening is a facing-ratio approximation: flat faces seen edge-on darken entirely.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 54.9 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
- Gooch cool-to-warm shading (Gooch et al. 1998), Blinn-Phong specular, Facing-ratio silhouette darkening
- Tags
- godot shader, spatial, gooch shading, technical illustration, npr, custom light function, stylized
- Identity
library.supply.creative_originals.3a3d0167293c5e4cc72ede24.5b0eb99f0275994d- Version
5b0eb99f0275994d9c09b44529ca0c4b7cd8a84906198b00e8707f9166c67c8e
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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