Hologram with scanlines, flicker and slice glitches
In your harnessGodot shaderMIT
Render a mesh as an additive hologram: world-space scanlines that scroll, a Fresnel edge, random flicker and horizontal slices that jump sideways for a moment, all from TIME and hashes.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, blend_add, cull_disabled, depth_draw_never, shadows_disabled
- Parameters
- holo_color (vec4 = 0.25, 0.85, 1, 1), line_density (float = 110), line_speed (float = 0.5), line_sharpness (float = 0.6), line_strength (float = 0.4), rim_power (float = 2), base_strength (float = 0.18), flicker_amount (float = 0.3) and 3 more
- Result
- A translucent cyan figure with moving horizontal lines, a bright outline, flicker and slice jumps.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/hologram_scanlines/
Limits. Additive blending cannot darken, so the hologram is invisible against white. The slice glitch moves vertices along the object X axis and needs enough vertical subdivisions to cut cleanly. Not depth sorted against other transparent objects.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 63.1 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
- Additive unshaded transparency, World-space sine scanlines, Facing ratio rim, Hashed time slots for flicker and vertex glitches
- Tags
- godot shader, spatial, hologram, scanlines, sci-fi, glitch, additive
- Identity
library.supply.creative_originals.92f9cbb5ab97cbd179c92b2a.99e5410dc73e8d4d- Version
99e5410dc73e8d4d5567524f25defe769a65b8f958c0075a1dbfb0df5f5c7d33
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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