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Radial chromatic aberration

In your harnessGodot shaderMIT

Split the red, green and blue channels radially so colour fringes grow toward the screen edges like a cheap lens, with several samples per channel to smear the fringe instead of doubling it.

Render of Radial chromatic aberration
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Render modes
unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
Parameters
screen_texture (sampler2D), strength (float = 0.012), falloff_power (float = 2), samples (int = 6), center_x (float = 0.5), center_y (float = 0.5)
Use it on
A MeshInstance3D with a 2 x 2 QuadMesh, material.tres as its material override and a large extra cull margin, as in demo.tscn.
Result
The scene with red and blue fringes along edges that widen toward the corners.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_chromatic_aberration/

Limits. Three channels only, so the fringe is red and blue rather than a full spectrum. Edges of the screen clamp the samples. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 61.7 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
Radial per-channel UV offset, Multi-sample averaging along the offset
Tags
godot shader, spatial, post-process, chromatic aberration, lens, fringe, camera, full-screen
Identity
library.supply.creative_originals.2e8e02173997401c6b61f886.0b77f20063d7fddd
Version
0b77f20063d7fddd9457252d1038ff4bafc6a140e9023b48c548eaa0c9449226

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

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