visual_shader_plugins.rst 6.7 KB

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  1. .. _doc_visual_shader_plugins:
  2. Visual Shader plugins
  3. =====================
  4. Visual Shader plugins are used to create custom :ref:`class_VisualShader` nodes
  5. in GDScript.
  6. The creation process is different from usual editor plugins. You do not need to
  7. create a ``plugin.cfg`` file to register it; instead, create and save a script
  8. file and it will be ready to use, provided the custom node is registered with
  9. ``class_name``.
  10. This short tutorial will explain how to make a Perlin-3D noise node (original
  11. code from this `GPU noise shaders plugin
  12. <https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres>`_.
  13. Create a Sprite and assign a :ref:`class_ShaderMaterial` to its material slot:
  14. .. image:: img/visual_shader_plugins_start.png
  15. Assign :ref:`class_VisualShader` to the shader slot of the material:
  16. .. image:: img/visual_shader_plugins_start2.png
  17. Don't forget to change its mode to "CanvasItem" (if you are using a Sprite):
  18. .. image:: img/visual_shader_plugins_start3.png
  19. Create a script which derives from :ref:`class_VisualShaderNodeCustom`. This is
  20. all you need to initialize your plugin.
  21. ::
  22. # PerlinNoise3D.gd
  23. tool
  24. extends VisualShaderNodeCustom
  25. class_name VisualShaderNodePerlinNoise3D
  26. func _get_name():
  27. return "PerlinNoise3D"
  28. func _get_category():
  29. return "MyShaderNodes"
  30. func _get_description():
  31. return "Classic Perlin-Noise-3D function (by Curly-Brace)"
  32. func _get_return_icon_type():
  33. return VisualShaderNode.PORT_TYPE_SCALAR
  34. func _get_input_port_count():
  35. return 4
  36. func _get_input_port_name(port):
  37. match port:
  38. 0:
  39. return "uv"
  40. 1:
  41. return "offset"
  42. 2:
  43. return "scale"
  44. 3:
  45. return "time"
  46. func _get_input_port_type(port):
  47. match port:
  48. 0:
  49. return VisualShaderNode.PORT_TYPE_VECTOR
  50. 1:
  51. return VisualShaderNode.PORT_TYPE_VECTOR
  52. 2:
  53. return VisualShaderNode.PORT_TYPE_SCALAR
  54. 3:
  55. return VisualShaderNode.PORT_TYPE_SCALAR
  56. func _get_output_port_count():
  57. return 1
  58. func _get_output_port_name(port):
  59. return "result"
  60. func _get_output_port_type(port):
  61. return VisualShaderNode.PORT_TYPE_SCALAR
  62. func _get_global_code(mode):
  63. return """
  64. vec3 mod289_3(vec3 x) {
  65. return x - floor(x * (1.0 / 289.0)) * 289.0;
  66. }
  67. vec4 mod289_4(vec4 x) {
  68. return x - floor(x * (1.0 / 289.0)) * 289.0;
  69. }
  70. vec4 permute(vec4 x) {
  71. return mod289_4(((x * 34.0) + 1.0) * x);
  72. }
  73. vec4 taylorInvSqrt(vec4 r) {
  74. return 1.79284291400159 - 0.85373472095314 * r;
  75. }
  76. vec3 fade(vec3 t) {
  77. return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
  78. }
  79. // Classic Perlin noise.
  80. float cnoise(vec3 P) {
  81. vec3 Pi0 = floor(P); // Integer part for indexing.
  82. vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1.
  83. Pi0 = mod289_3(Pi0);
  84. Pi1 = mod289_3(Pi1);
  85. vec3 Pf0 = fract(P); // Fractional part for interpolation.
  86. vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0.
  87. vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  88. vec4 iy = vec4(Pi0.yy, Pi1.yy);
  89. vec4 iz0 = vec4(Pi0.z);
  90. vec4 iz1 = vec4(Pi1.z);
  91. vec4 ixy = permute(permute(ix) + iy);
  92. vec4 ixy0 = permute(ixy + iz0);
  93. vec4 ixy1 = permute(ixy + iz1);
  94. vec4 gx0 = ixy0 * (1.0 / 7.0);
  95. vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  96. gx0 = fract(gx0);
  97. vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  98. vec4 sz0 = step(gz0, vec4(0.0));
  99. gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  100. gy0 -= sz0 * (step(0.0, gy0) - 0.5);
  101. vec4 gx1 = ixy1 * (1.0 / 7.0);
  102. vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  103. gx1 = fract(gx1);
  104. vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  105. vec4 sz1 = step(gz1, vec4(0.0));
  106. gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  107. gy1 -= sz1 * (step(0.0, gy1) - 0.5);
  108. vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
  109. vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
  110. vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
  111. vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
  112. vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
  113. vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
  114. vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
  115. vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
  116. vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  117. g000 *= norm0.x;
  118. g010 *= norm0.y;
  119. g100 *= norm0.z;
  120. g110 *= norm0.w;
  121. vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  122. g001 *= norm1.x;
  123. g011 *= norm1.y;
  124. g101 *= norm1.z;
  125. g111 *= norm1.w;
  126. float n000 = dot(g000, Pf0);
  127. float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  128. float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  129. float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  130. float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  131. float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  132. float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  133. float n111 = dot(g111, Pf1);
  134. vec3 fade_xyz = fade(Pf0);
  135. vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  136. vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  137. float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  138. return 2.2 * n_xyz;
  139. }
  140. """
  141. func _get_code(input_vars, output_vars, mode, type):
  142. return output_vars[0] + " = cnoise(vec3((%s.xy + %s.xy) * %s, %s)) * 0.5 + 0.5;" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3]]
  143. Save it and open the Visual Shader. You should see your new node type within the member's dialog (if you can't see your new node, try restarting the editor):
  144. .. image:: img/visual_shader_plugins_result1.png
  145. Place it on a graph and connect the required ports:
  146. .. image:: img/visual_shader_plugins_result2.png
  147. That is everything you need to do, as you can see it is easy to create your own custom VisualShader nodes!