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Heat haze distortion card

In your harnessGodot shaderMIT

Place a card over a hot area to shimmer the scene behind it: scrolling noise offsets the screen texture, rising faster toward the top, faded at the card edges and by distance.

Render of Heat haze distortion card
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Render modes
unshaded, cull_disabled, depth_draw_never, shadows_disabled
Parameters
screen_texture (sampler2D), strength (float = 0.018), noise_scale (float = 9), rise_speed (float = 1.4), edge_softness (float = 0.25), top_fade (float = 0.6), distance_falloff (float = 0.15), tint_amount (float = 0.04)
Use it on
A QuadMesh or other card placed over the hot area.
Result
A shimmering patch where the scene behind ripples upward.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/heat_haze_distortion/

Limits. Screen-space: it cannot show what is off screen and cannot distort other transparent objects. A card seen edge-on disappears. The distortion is an artistic noise field, not a refraction calculation.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 63.7 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
Screen texture offset by scrolling value noise, UV and distance based effect masks, Value noise with quintic interpolation and fractional Brownian motion
Tags
godot shader, spatial, heat haze, distortion, screen texture, shimmer, fire
Identity
library.supply.creative_originals.85c4e15fccac30802366499d.96b5e3b5c35b4bbe
Version
96b5e3b5c35b4bbeb6ed562cd96826fb541e7dafb65b15d76be0586698417d8a

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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