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- .. _doc_visual_shaders:
- Using VisualShaders
- ===================
- Just as VisualScript is an alternative for users that prefer a graphical
- approach to coding, VisualShaders are the visual alternative for creating
- shaders.
- As shaders are inherently linked to visuals, the graph-based approach with
- previews of textures, materials, etc. offers a lot of additional convenience
- compared to purely script-based shaders. On the other hand, VisualShaders do not
- expose all features of the shader script and using both in parallel might be
- necessary for specific effects.
- .. note::
- If you are not familiar with shaders, start by reading
- :ref:`doc_what_are_shaders`.
- Creating a VisualShader
- -----------------------
- VisualShaders can be created in any :ref:`class_ShaderMaterial`. To begin using
- VisualShaders, create a new ``ShaderMaterial`` in an object of your choice.
- .. image:: img/shader_material_create_mesh.png
- Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property.
- .. image:: img/visual_shader_create.png
- Click on the new ``VisualShader`` resource and the Visual Shader Editor will
- open automatically. The layout of the Visual Shader Editor comprises two parts:
- the upper toolbar and the graph itself.
- .. image:: img/visual_shader_editor2.png
- From left to right in the toolbar:
- - The ``Add Node`` button displays a popup menu to let you add nodes to the
- shader graph.
- - The drop-down menu is the shader type: Vertex, Fragment and Light. Like for
- script shaders, it defines what built-in nodes will be available.
- - The following buttons and number input control the zooming level, grid
- snapping and distance between grid lines (in pixels).
- - The last icon shows the generated shader code corresponding to your graph.
- .. note::
- Although VisualShaders do not require coding, they share the same logic with
- script shaders. It is advised to learn the basics of both to have a good
- understanding of the shading pipeline.
- The visual shader graph is converted to a script shader behind the scene,
- and you can see this code by pressing the last button in the toolbar. This
- can be convenient to understand what a given node does and how to reproduce
- it in scripts.
- Using the Visual Shader Editor
- ------------------------------
- By default, every new ``VisualShader`` will have an output node. Every node
- connection ends at one of the output node's sockets. A node is the basic unit to
- create your shader. To add a new node, click on the ``Add Node`` button on the
- upper left corner or right click on any empty location in the graph, and a menu
- will pop up.
- .. image:: img/vs_popup.png
- This popup has the following properties:
- - If you right-click on the graph, this menu will be called at the cursor
- position and the created node, in that case, will also be placed under that
- position; otherwise, it will be created at the graph's center.
- - It can be resized horizontally and vertically allowing more content to be
- shown. Size transform and tree content position are saved between the calls,
- so if you suddenly closed the popup you can easily restore its previous state.
- - The ``Expand All`` and ``Collapse All`` options in the drop-down option menu
- can be used to easily list the available nodes.
- - You can also drag and drop nodes from the popup onto the graph.
- While the popup has nodes sorted in categories, it can seem overwhelming at
- first. Try to add some of the nodes, plug them in the output socket and observe
- what happens.
- When connecting any ``scalar`` output to a ``vector`` input, all components of
- the vector will take the value of the scalar.
- When connecting any ``vector`` output to a ``scalar`` input, the value of the
- scalar will be the average of the vector's components.
- Visual Shader nodes
- -------------------
- Below are some special nodes that are worth knowing about. The list is not
- exhaustive and might be expanded with more nodes and examples.
- Expression node
- +++++++++++++++
- The ``Expression`` node allows you to write Godot Shading Language (GLSL-like)
- expressions inside your visual shaders. The node has buttons to add any amount
- of required input and output ports and can be resized. You can also set up the
- name and type of each port. The expression you have entered will apply
- immediately to the material (once the focus leaves the expression text box). Any
- parsing or compilation errors will be printed to the Output tab. The outputs are
- initialized to their zero value by default. The node is located under the
- Special tab and can be used in all shader modes.
- .. image:: img/vs_expression.gif
- The possibilities of this node are almost limitless – you can write complex
- procedures, and use all the power of text-based shaders, such as loops, the
- ``discard`` keyword, extended types, etc. For example:
- .. image:: img/vs_expression2.png
- Fresnel node
- ++++++++++++
- The ``Fresnel`` node is designed to accept normal and view vectors and produces
- a scalar which is the saturated dot product between them. Additionally, you can
- setup the inversion and the power of equation. The ``Fresnel`` node is great for
- adding a rim-like lighting effect to objects.
- .. image:: img/vs_fresnel.png
- Boolean node
- ++++++++++++
- The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to represent
- ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. This property
- can be used to enable or disable some effect parts with one click.
- .. image:: img/vs_boolean.gif
- If node
- +++++++
- The ``If`` node allows you to setup a vector which will be returned the result
- of the comparison between ``a`` and ``b``. There are three vectors which can be
- returned: ``a == b`` (in that case the tolerance parameter is provided as a
- comparison threshold – by default it is equal to the minimal value, i.e.
- ``0.00001``), ``a > b`` and ``a < b``.
- .. image:: img/vs_if.png
- Switch node
- +++++++++++
- The ``Switch`` node returns a vector if the boolean condition is ``true`` or
- ``false``. ``Boolean`` was introduced above. If you convert a vector to a true
- boolean, all components of the vector should be above zero.
- .. image:: img/vs_switch.png
- .. note::
- The ``Switch`` node is only available on the GLES3 backed. If you are
- targeting GLES2 devices, you cannot use ``switch`` statements.
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