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Melting mesh with drips and a spreading puddle

In your harnessGodot shaderMIT

Melt a mesh from the top down: vertices sag below a rising melt amount, drips hang at hashed points around the outline, the base spreads into a puddle, and the surface becomes glossier as it melts.

Render of Melting mesh with drips and a spreading puddle
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Parameters
albedo (vec4 = 0.95, 0.85, 0.62, 1), melted_color (vec4 = 0.98, 0.75, 0.45, 1), melt (float = 0.45), object_height (float = 1.2), sag (float = 0.35), drip_length (float = 0.25), drip_thickness (float = 0.05), drip_count (int = 9) and 2 more
Use it on
A mesh centred on its origin with enough height subdivisions; set object_height.
Result
A wax candle sagging at the top with drips running down its sides and a widened base.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/melt_drip_vertex/

Limits. Normals are not recomputed, so lighting on the sagged shape is approximate. Volume is not conserved. Drips are placed by angle around the Y axis, which suits round objects best.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 55.4 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
Height-weighted vertex sag with base clamp, Angular slots with cosine lobes for drips, Base spread for a puddle, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
Tags
godot shader, spatial, melt, drip, vertex animation, wax, deformation
Identity
library.supply.creative_originals.644bb6230a69cbefbc276ab3.f3d48cc19e480432
Version
f3d48cc19e4804326c52a817d919542eaaf82b687cc8d88945f6af7050a52050

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

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