//https://godotshaders.com/shader/transparent-ripples/ // Attach to a ColorRect in front of texture/background shader_type canvas_item; // Handles the concentric ripples uniform float frequency: hint_range(0, 15, 0.01) = 4.0; uniform float amplitude: hint_range(0, 3, 0.1) = 2.0; uniform float ripple_rate : hint_range(0, 20.0, 1) = 5; // Handles the waves themselves uniform float wave_amplitude: hint_range(0.001, 0.1, 0.001) = 0.05; uniform float wave_frequency: hint_range(0, 15, 0.01) = 4.0; uniform sampler2D boarder; uniform vec2 offset; uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap; vec2 wave(vec2 uv, float time) { return vec2( uv.x + sin(uv.y * wave_frequency + time) * wave_amplitude, uv.y + sin(uv.x * wave_frequency + time) * wave_amplitude ); } void fragment() { vec2 center_position = -1.0 + 2.0 * (UV + offset) / (1.0 / TEXTURE_PIXEL_SIZE); float center_distance = length(center_position); float ripple = sin(center_distance * -frequency * PI + ripple_rate * TIME) * amplitude / (center_distance + 1.0); vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy + (center_position/center_distance) * ripple * wave_amplitude; if (texture(boarder, UV).a == 1.0){ vec2 background_wave = wave(uv, TIME); vec4 background_texture = texture(SCREEN_TEXTURE, background_wave) * sqrt(amplitude); float alpha_scalar = (1.0 - min(center_distance, 1.0)) * background_texture.x * 2.5; background_texture.a *= 1.0 * alpha_scalar * (ripple + background_texture.x * background_texture.y); background_texture.a = max(background_texture.a - (background_texture.y * 0.45), 0.0); COLOR = vec4(background_texture.xyz, background_texture.a); } else { // 直接从屏幕纹理取样当前像素的原色 COLOR = texture(SCREEN_TEXTURE, UV); } }