Hard Effects

Tilted polar rays with a fade to dark at the bottom

A picture built in steps: tilt, then polar coordinates, then draw rays, 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 "Tilted polar rays 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 418 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: Tilt
turn p by 0.2 radians: c = cos(0.2), s = sin(0.2), p = float2(c * p.x + s * p.y, -s * p.x + c * p.y)
Step 2: Polar coordinates
p = float2(atan2(p.y, p.x) / 3.1415927, length(p) * 2.0) (x = angle from -1 to 1, y = distance)
Step 3: Pattern
m = step(0.5, frac(atan2(p.y, p.x) / 6.2831853 * 16.0))
Step 4: Colors
lerp(float3(0.88, 0.92, 0.87), float3(0.24, 0.8, 0.39), m)
Step 5: Finish
col *= 0.7 + 0.3 * uv.y

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