Baltor Get started

Gallery / Godot shaders

Hit flash, blink and silhouette modes

In your harnessGodot shaderMIT

Flash a sprite toward a colour when it takes damage: mix, additive or full silhouette modes, an amount to animate from a script, and an optional automatic blink for invulnerability frames.

Render of Hit flash, blink and silhouette modes
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
flash_color (vec4 = 1, 1, 1, 1), flash_amount (float = 0), mode (int = 0), auto_blink (bool = no), blink_rate (float = 12), blink_duty (float = 0.5)
Use it on
A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
Result
The sprite tinted strongly toward red as on a damage frame.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/sprite_hit_flash/

Limits. One flash colour at a time. Driving flash_amount per instance needs separate materials (or instance uniforms in your own variant).

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 60.6 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
Colour blend modes, Square-wave blinking
Tags
godot shader, canvas item, hit flash, damage, blink, silhouette, 2d
Identity
library.supply.creative_originals.1830234db7bcca39ee2f1e19.8e3aa09c10bb2789
Version
8e3aa09c10bb2789cc55867b3543c52dc8baa695593ace1f5e9d768b1bf99cfb

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

Something wrong with this item, its rights or its safety? Report it on the support page, or from your harness after a download.