Hexagon shield with travelling pulses
In your harnessGodot shaderMIT
Energy shield made of hexagonal cells: glowing cell borders, cells that light up as a pulse wave climbs the object, random flickering cells and a Fresnel rim, drawn additively.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, blend_add, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- edge_color (vec4 = 0.3, 0.8, 1, 1), fill_color (vec4 = 0.1, 0.35, 0.8, 1), hex_scale (float = 14), edge_width (float = 0.06), pulse_speed (float = 0.6), pulse_spacing (float = 1.2), flicker_rate (float = 3), flicker_share (float = 0.1) and 1 more
- Use it on
- A mesh with UVs; on a sphere the cells shrink toward the poles.
- Result
- A glowing hexagon-tiled bubble with bands of cells lighting up as pulses climb it.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/hexagon_shield_pulse/
Limits. Cells follow the mesh UVs, so they distort where UVs are stretched (sphere poles, seams). Additive blending cannot darken.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 78.1 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
- Hexagonal lattice from two offset rectangular grids, Hexagon distance border mask, Height-based pulse wave with hashed cell flicker, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, hexagon, shield, sci-fi, grid, additive
- Identity
library.supply.creative_originals.091d733cedc9565289de6991.98b73a62e7835ed0- Version
98b73a62e7835ed09416ac341bf7fdbe2966550c2f0cd28ff9f78b897ffb376e
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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