Medium Game effectsAnimated
Anime speed lines
The radial "focus lines" of anime and fighting games: thin white spokes that flicker around an empty center, over a hot orange background.
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 464 characters in Unity (Built-in)) and GPU speed. Work in HLSL, GLSL, WGSL, Metal or Godot and export the result when you are done.
What it is built from
- Space
p = (uv - 0.5) * float2(aspect, 1.0), r = length(p), a = atan2(p.y, p.x)- Spokes
slice = floor(a * ?); each slice gets a random number: l = hash(float2(slice, floor(time * ?))), a new random picture ? times a second- Line mask
step(?, l) * smoothstep(?, ?, r): only some slices, and none near the center- Background
lerp(float3(0.98, 0.8, 0.3), float3(0.95, 0.35, 0.25), r)- Lines
float3(1.0, 1.0, 1.0)
The exact numbers are left out (shown as ?), but every colour is given. Measure the rest with the pixel readout on both pictures and Diff.
Helper functions provided
The toolbox has: hash(). 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