GLSL shader example
Hexagonal Energy Shield
Use the sphere normal for a bright Fresnel-like rim, then overlay a procedural honeycomb approximation and a moving pulse band. The grid is projected, not geometry.
Live example
Edit the code and the preview updates as you type.
What to observe
Hexagonal Energy Shield.
Mechanism
Use the sphere normal for a bright Fresnel-like rim, then overlay a procedural honeycomb approximation and a moving pulse band. The grid is projected, not geometry.
The controlling code
float r=length(p);if(r<.72){float z=sqrt(.72*.72-r*r);vec3 n=normalize(vec3(p,z));vec2 q=p*12.,size=vec2(1.7320508,1.);vec2 a=mod(q,size)-size*.5,b=mod(q-size*.5,size)-size*.5,g=abs(dot(a,a)<dot(b,b)?a:b);float hex=1.-smoothstep(.43,.48,max(dot(g,vec2(.8660254,.5)),g.y));float rim=pow(1.-n.z,3.);float pulse=exp(-pow((p.y-sin(u_time)*.7)*20.,2.));c+=vec3(.05,.65,1.)*(rim*2.+(1.-hex)*.35+pulse)*(0.4+u_parameter);}
Experiment
Change q=p*12. to q=p*6.. The projected honeycomb becomes coarser, while the spherical boundary at r = 0.72 and the moving horizontal pulse keep their positions.
Debugging and cost
The rim pow(1.-n.z,3.) is derived from the front hemisphere's normal, not from a 3D mesh. Change its exponent 3. to 6. to concentrate brightness nearer the silhouette without adding geometry or texture lookups.