Noise dissolve with a burning edge
In your harnessGodot shaderMIT
Dissolve a mesh by discarding fragments where 3D object-space noise falls below a threshold, with a glowing ember edge and a charred band behind it. Drive the threshold from a script or let it loop.

What it takes and gives
- Shader type
- spatial
- Render modes
- cull_disabled
- Parameters
- albedo (vec4 = 0.82, 0.78, 0.72, 1), roughness (float = 0.6), dissolve (float = 0.45), noise_scale (float = 4), edge_width (float = 0.04), char_width (float = 0.08), edge_color (vec4 = 1, 0.42, 0.06, 1), ember_color (vec4 = 1, 0.9, 0.55, 1) and 3 more
- Result
- A mesh with holes eaten into it, rimmed by orange glowing edges and a dark charred border.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/noise_dissolve_burn/
Limits. Discard disables some early depth optimizations, so large dissolving meshes cost more to draw. The inside of the mesh is the back faces, lit as the outside. Shadows use the same discard and match the holes. The noise is value noise, so its lattice can show at very low scales.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 68.0 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
- Value noise with quintic interpolation and fractional Brownian motion in 3D object space, Alpha-tested dissolve with distance bands, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, dissolve, burn, noise, disintegrate, emission
- Identity
library.supply.creative_originals.1e9f695212dc0348a3a5c0ab.a9f2a88dc8454522- Version
a9f2a88dc8454522c31fec73c4c2f11e92bb743f420849c898d3d15c7af5af7b
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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