Parallax starfield with twinkling layers
In your harnessGodot shaderMIT
Fill a rectangle with a scrolling starfield: three layers of hashed stars at different densities, sizes and speeds for parallax, colour temperature per star, twinkle, and a scroll direction.

What it takes and gives
- Shader type
- canvas_item
- Parameters
- space_color (vec4 = 0.01, 0.01, 0.04, 1), nebula_tint (vec4 = 0.12, 0.05, 0.2, 1), density (float = 0.45), scroll_speed (float = 0.05), scroll_angle_degrees (float = 200), twinkle_speed (float = 3), star_scale (float = 60), brightness (float = 1.3)
- Use it on
- A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
- Result
- A dark purple space with many small blue and warm stars at three sizes.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/starfield_parallax_2d/
Limits. Stars are placed per grid cell, so their density is regular at large scales. Very fast scrolling streaks nothing; it only translates the layers.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 74.3 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
- Hashed per-cell star placement, Multi-layer parallax scrolling, MurmurHash3 32-bit finalizer over prime-combined lattice coordinates as a hash
- Tags
- godot shader, canvas item, starfield, space, parallax, background, procedural
- Identity
library.supply.creative_originals.f8fef03721496b7ca7fceb41.17347d403d06d8f4- Version
17347d403d06d8f40c277ab8273aee45634af9bf27b086bbd85786585a44c462
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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