Inner outline along a sprite's edge
In your harnessGodot shaderMIT
Draw a border of a chosen width inside the opaque shape of a sprite, following its silhouette, with optional pulsing and an option to hide the interior so only the inner line remains.

What it takes and gives
- Shader type
- canvas_item
- Parameters
- line_color (vec4 = 1, 0.95, 0.4, 1), width (int = 2), alpha_cutoff (float = 0.5), keep_interior (bool = yes), pulse_speed (float = 0)
- Use it on
- A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
- Result
- The sprite's blobs with a yellow border running just inside their edges.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/sprite_inner_outline/
Limits. Cost grows with the square of width. With texture filtering and scaling, edges are as soft as the sampled alpha. Atlas regions need padding or neighbouring sprites count as opaque.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 61.0 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
- Neighbourhood alpha erosion test, Disc-shaped search kernel
- Tags
- godot shader, canvas item, outline, inner outline, sprite, 2d, highlight
- Identity
library.supply.creative_originals.ccb2b02f2a60e960ca02dd38.bed230a5b7037671- Version
bed230a5b703767151faa427b106f2fac78cd8398e6abed6638039b5945b39d4
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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