Shine sweep across a sprite
In your harnessGodot shaderMIT
Run a bright diagonal shine band across a sprite at intervals, masked by the sprite's alpha, with control of angle, width, softness, speed and the pause between sweeps.

What it takes and gives
- Shader type
- canvas_item
- Parameters
- shine_color (vec4 = 1, 1, 0.95, 1), angle_degrees (float = 30), band_width (float = 0.14), softness (float = 0.5), intensity (float = 0.9), sweep_time (float = 0.8), pause_time (float = 1.4), progress_override (float = -1)
- Use it on
- A Sprite2D (or other textured CanvasItem) with transparent space around its shape, assigned to the node as usual.
- Result
- The sprite with a bright diagonal band of light across its middle.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/sprite_shine_sweep/
Limits. The band moves in UV space, so in an atlas it sweeps across the whole atlas region. It brightens additively and can clip on light sprites.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 68.3 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
- Projected band along a direction, Timed sweep with pause
- Tags
- godot shader, canvas item, shine, sweep, glint, ui, 2d
- Identity
library.supply.creative_originals.d1459a8116f98c6f19432220.c3e835b0aded34c1- Version
c3e835b0aded34c116a8881568f4072a1254b238e285441ae377984a4a00d3ff
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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