@TwistedTwigleg said:
Sorry about the delay in replying! I only just remembered this post and realized I didn’t reply again.
I think you can use a shader like this to get it to glow over time:
shader_type canvas_item;
uniform sampler2D glow_texture;
uniform float glow_strength = 1.0;
uniform float glow_speed = 1.0;
void fragment() {
COLOR = texture(TEXTURE, UV);
float time = COS(TIME * glow_speed);
COLOR = COLOR + (texture(glow_texture, UV) * time * glow_strength);
}
Haha no problem!
Something interesting is happening here...
So with the black map above, with that code, i was seeing that the square would also get added, so there was a black square also.
So i created a new sprite that has the same white outline but i deleted the black color from the sprite.
so i passed this sprite to the glow_texture.
with this new sprite i'm seeing this.. which is strange... the glow_strength is at 1 so i can better show you.
(btw i added abs() to time so that it doesn't go negative -- i was seeing some darkness)
so here it is when the time value i assume is at 0. the sprite is at a normal state.

When the time value is at it's highest, and GLOWING :), then it has an interesting result...

I'm not sure why that middle area is being illuminated... but what I also don't get is, why is it not just the shape of the outline that is being added to the rest of the image? Why is the entire sprite (minus the weird shape) turning white?
I'm going to mess with it some more after running some errands but maybe i am missing something obvious...
Thanks so much!