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Projected ground shadow for 2D sprites

In your harnessGodot shaderMIT

Turn a copy of a sprite into its cast shadow on the ground: the vertex stage flattens and skews it from the sprite's base toward a light direction, and the fragment stage fills it with a shadow colour that fades with distance from the feet.

Render of Projected ground shadow for 2D sprites
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
shadow_color (vec4 = 0.05, 0.05, 0.1, 0.5), flatten (float = 0.45), skew (float = 1.1), base_v (float = 1), fade (float = 0.6), sway (float = 0)
Use it on
A second sprite node with the same texture, placed at the character's position and drawn first.
Result
A sprite standing on the ground with a flattened dark shadow stretching to its lower right.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/sprite_ground_shadow/

Limits. Use a second node with the same texture and this material, drawn before the character (as in the demo). The shadow is a projection of the sprite outline, not lit by Godot's 2D lights, and does not bend over terrain.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 61.6 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
Planar shadow projection by vertex shear and flattening, Base line recovered from vertex position and UV
Tags
godot shader, canvas item, shadow, projected shadow, 2d lighting, vertex animation, sprite
Identity
library.supply.creative_originals.cf998a07f803dd60356fb73d.2018546acb3cfcec
Version
2018546acb3cfcec74ac8fddcb3ba65a014e4cc7a353704a42f39194611ca7ce

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

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