Radar display with sweep and fading blips
In your harnessGodot shaderMIT
Unlit radar screen for a disc or quad: range rings and spokes, a rotating sweep with a phosphor trail, and blips at hashed positions that flare when the sweep passes and then fade.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled
- Parameters
- screen_color (vec4 = 0, 0.06, 0.03, 1), phosphor_color (vec4 = 0.25, 1, 0.45, 1), sweep_speed (float = 1.2), trail_angle (float = 1.8), range_rings (int = 4), spokes (int = 8), line_width (float = 0.006), blip_density (float = 0.12) and 2 more
- Use it on
- A quad or disc with UVs spanning 0 to 1. Replace the hashed blips with uniforms or a texture for real contacts.
- Result
- A dark green radar screen with rings and spokes, a bright rotating sweep and blips that light up as it passes.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/radar_sweep_disc/
Limits. Blips are decorative hash positions, not data. Thin lines alias when the display is small on screen. Unlit, so it ignores scene lighting.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 62.9 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
- Polar coordinate rings, spokes and sweep, Angle-lag phosphor decay, Hashed cell blips, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, spatial, radar, sweep, hud, display, sci-fi
- Identity
library.supply.creative_originals.1026a64962dbee525771b2e7.6ee324b11bc45e0b- Version
6ee324b11bc45e0b09989b3b93113191c45215ab89d0aabb64606253f9315c01
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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