Hard MeshAnimated
Dissolve effect
The sphere burns away: noise decides which pixels vanish (discard) and the edges glow orange.
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 921 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
- Noise
n = fbm(i_worldPos.xy * 2.0 + i_worldPos.z)- Threshold
thr = 0.3 + 0.3 * sin(time * 0.8)- Cut
if (n < thr) discard;- Edge
edge = 1.0 - smoothstep(0.0, 0.06, n - thr)- Surface
float3(0.3, 0.6, 0.9) * (0.2 + 0.8 * diffuse), light normalize(float3(0.6, 0.8, 0.5)), i_normal- Glow
lerp(surface, float3(1.0, 0.5, 0.1) * 2.0, edge)
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