Hard Effects

6-way kaleidoscope of fractal noise, rippling with a fade to dark at the bottom

A picture built in steps: kaleidoscope, then ripple the space, then draw fractal noise, then color it, then finish with a fade to dark at the bottom. Every step is listed below with its exact numbers.

The target picture for the shader challenge "6-way kaleidoscope of fractal noise, rippling with a fade to dark at the bottom"
Recreate this picture. You pass at a 99% match, then try to write it in fewer characters than the par.

How this challenge works

You write a fragment shader that draws the picture above, live in your browser. A match bar shows how close you are, and the score combines accuracy, code size (the par is 1003 characters in Unity (Built-in)) and GPU speed. Work in HLSL, GLSL, WGSL, Metal or Godot and export the result when you are done.

The numbers you need

Space
p = (uv - 0.5) * float2(aspect, 1.0)
Step 1: Kaleidoscope
a = atan2(p.y, p.x); a = abs(fmod(a + 6.2831853, 1.047) - 0.524); p = length(p) * float2(cos(a), sin(a)) (6 mirrored wedges)
Step 2: Ripple the space
p.x += 0.07 * sin(p.y * 11.0)
Step 3: Pattern
m = smoothstep(0.25, 0.75, fbm(p * 2.0 + float2(1.0, 6.0)))
Step 4: Colors
lerp(float3(0.37, 0.82, 0.46), float3(0.83, 0.39, 0.64), m)
Step 5: Finish
col *= 0.7 + 0.3 * uv.y

Helper functions provided

The toolbox has: hash(), vnoise(), fbm(). Add them above your frag function with one click.

Solve it in your language

Unity (Built-in), Unity (URP), Unreal, Shadertoy / WebGL, OpenGL (LWJGL, raylib), three.js, GameMaker, LÖVE (Lua), Godot, Apple (iOS, macOS), WebGPU / Bevy.

Start coding