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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.

Render of Gooch cool to warm technical shading
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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