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Infinite Scrolling Environment with Shaders

Infinite Scrolling Environment with Shaders
Instructor

NoFace

Mentor

Welcome to the second lesson of Building a Flappy Bird Clone. Now that our bird can flap, we need to give the illusion of forward movement. Instead of actually moving the bird along the X-axis, we will keep the bird horizontally stationary and scroll the environment backward.

To achieve this efficiently, we will build an infinite scrolling background using a custom Godot 4 shader.


1. Setting Up the Main Scene#

Let's create the central scene that will hold our game elements.

  1. Create a new scene with a Node2D as the root and name it Main.
  2. Add a ColorRect node as a child and name it Background.
  3. In the Inspector, set the ColorRect's Size to match our viewport dimensions: x: 480, y: 854.

Background for Main Scene

Design Choice: When implementing screen-spanning shader effects like this, utilizing a ColorRect instead of a Sprite2D is highly recommended. It guarantees we cover the exact pixel dimensions of the viewport without fighting texture scaling artifacts or offset issues.


2. Writing the Scrolling Shader#

With our ColorRect in place, we need to write a small program that runs on the GPU to infinitely pan a texture.

  1. Select the Background node.
  2. In the Inspector, under CanvasItem > Material, create a new ShaderMaterial.
  3. Click the new material, and create a new Shader inside it.
  4. Open the Shader Editor and input the following Godot 4 shading language code:
plain
shader_type canvas_item;

// A global modifier so we can stop the background when the player crashes
global uniform float game_speed_multiplier = 1.0;

uniform sampler2D bg_texture : repeat_enable;
uniform float scroll_speed = 0.1;

void fragment() {
	vec2 shifted_uv = UV;
	
	// Shift the X coordinate over time to pan left
	shifted_uv.x += TIME * scroll_speed * game_speed_multiplier;
	
	COLOR = texture(bg_texture, shifted_uv);
}

Godot 4 Syntax Note: When defining a variable that needs to be accessed and modified globally (like our game_speed_multiplier), you cannot use standard variables directly; you have to provide a global keyword upon variable declaration. You will also need to define this global variable in the Godot editor under Project > Project Settings > Shader Globals.

Global Shader Settings

3. Assigning the Texture#

Now that the shader is compiled, you will see Bg Texture and Scroll Speed appear in the Inspector under Shader Parameters.

  1. Drag and drop your background image from the res://Assets/ folder into the Bg Texture slot.
  2. Adjust the Scroll Speed to your liking (e.g., 0.15).

Because we appended : repeat_enable to our sampler2D declaration in the shader, Godot automatically wraps the texture coordinates. As TIME increases, the image will continuously loop seamlessly from right to left!

Background Shader Setup

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