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.

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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