Godot Version
4.5
Question
Hi,
First of all i don’t know much about shaders, reason why i have no clue why this is happening.
I have this outline shader that is a slightly modified version of something i found in the asset store.
The shader draws a pulsing outline around a sprite.
The shader works well when run from the editor on windows and on Android.
In the web export it works as expected but only on a subset of sprites, let me share screenshots for clarity:
Correct behaviour, all cards have an outline
Web behaviour, only the left card has the outline
The card scene is like this:

The sprite has this material:
The shader is this one (with credits to the main author
)
Note that i use instance parameters in case this matters.
//slightly customized
//2D outline shader 1.0.0
//Julian-Vos; MIT; 2024-04-01
//https://godotengine.org/asset-library/asset/2829
shader_type canvas_item;
uniform vec4 color : source_color = vec4(1.0);
uniform float width : hint_range(0, 100) = 1.0;
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
uniform bool inside = false;
uniform bool add_margins = true; // only useful when inside is false
uniform vec2 number_of_images = vec2(1.0); // number of horizontal and vertical images in the sprite sheet
varying flat vec4 modulate;
// CUSTOM
instance uniform bool enabled = false;
instance uniform float pulse_frequency : hint_range(0, 100) = 10.0;
// CUSTOM
void vertex() {
// CUSTOM
if(enabled) {
// CUSTOM
modulate = COLOR;
if (add_margins) {
if ((UV.x <= 0.0 || UV.x >= 1.0) && (UV.y <= 0.0 || UV.y >= 1.0)) {
VERTEX += (UV * 2.0 - 1.0) * width;
} else {
VERTEX += sign(VERTEX) * width; // replace sign(VERTEX) by (sign(VERTEX) * 2.0 - 1.0) if your AnimatedSprite2D isn't Centered
}
}
}
}
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, vec2 image_top_left, vec2 image_bottom_right, sampler2D texture) {
for (float i = -ceil(width); i <= ceil(width); i++) {
float x = abs(i) > width ? width * sign(i) : i;
float offset;
if (pattern == 0) {
offset = width - abs(x);
} else if (pattern == 1) {
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
} else if (pattern == 2) {
offset = width;
}
for (float j = -ceil(offset); j <= ceil(offset); j++) {
float y = abs(j) > offset ? offset * sign(j) : j;
vec2 xy = uv + texture_pixel_size * vec2(x, y);
if ((xy != clamp(xy, image_top_left, image_bottom_right) || texture(texture, xy).a <= 0.0) == inside) {
return true;
}
}
}
return false;
}
void fragment() {
// CUSTOM
if(enabled) {
// CUSTOM
vec2 uv = UV;
vec2 image_top_left = floor(uv * number_of_images) / number_of_images;
vec2 image_bottom_right = image_top_left + vec2(1.0) / number_of_images;
if (add_margins) {
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0) * number_of_images);
uv = (uv - texture_pixel_size * width - image_top_left) * TEXTURE_PIXEL_SIZE / texture_pixel_size + image_top_left;
if (uv != clamp(uv, image_top_left, image_bottom_right)) {
COLOR.a = 0.0;
} else {
COLOR = texture(TEXTURE, uv) * modulate;
}
} else {
COLOR = texture(TEXTURE, uv) * modulate;
}
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, image_top_left, image_bottom_right, TEXTURE)) {
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb * modulate.rgb, color.a * modulate.a) : color.rgb * modulate.rgb;
//COLOR.a += (1.0 - COLOR.a) * color.a * modulate.a;
COLOR.a = clamp(sin(TIME * pulse_frequency)/2.0 + 1.0, 0.0, 1.0);
}
}
}


