Procedural lightning bolt with branches
In your harnessGodot shaderMIT
Draw a lightning strike: a jagged main bolt from top to bottom built from layered noise displacement, a branch splitting off, a wide glow, and a new random shape at every strike with flicker between strikes.

What it takes and gives
- Shader type
- canvas_item
- Parameters
- core_color (vec4 = 1, 1, 1, 1), glow_color (vec4 = 0.55, 0.6, 1, 1), jaggedness (float = 0.18), core_width (float = 0.006), glow_width (float = 0.08), strike_rate (float = 1.5), visible_share (float = 0.6), branch_amount (float = 0.6) and 2 more
- Use it on
- A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
- Result
- A white jagged bolt with a blue glow running down the dark rectangle, with one side branch.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/lightning_bolt_2d/
Limits. Distance is measured horizontally, so near-horizontal bolts thin out; keep bolts mostly vertical or rotate the rectangle. One branch per strike.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 59.8 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
- Fractal (octave) noise displacement of a line, Distance-based core and glow, Re-seeding per strike, Value noise with quintic interpolation and fractional Brownian motion
- Tags
- godot shader, canvas item, lightning, bolt, electricity, vfx, procedural
- Identity
library.supply.creative_originals.ac2d8a506863970e8d1c9e29.befdb78ca2f4417d- Version
befdb78ca2f4417d990835d3f69a85a607e22584c77b2e58287c274f8bc69c1c
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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