visual_shaders.rst 8.2 KB

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  1. .. _doc_visual_shaders:
  2. Using VisualShaders
  3. ===================
  4. VisualShaders are the visual alternative for creating shaders.
  5. As shaders are inherently linked to visuals, the graph-based approach with
  6. previews of textures, materials, etc. offers a lot of additional convenience
  7. compared to purely script-based shaders. On the other hand, VisualShaders do not
  8. expose all features of the shader script and using both in parallel might be
  9. necessary for specific effects.
  10. .. note::
  11. If you are not familiar with shaders, start by reading
  12. :ref:`doc_introduction_to_shaders`.
  13. Creating a VisualShader
  14. -----------------------
  15. VisualShaders can be created in any :ref:`class_ShaderMaterial`. To begin using
  16. VisualShaders, create a new ``ShaderMaterial`` in an object of your choice.
  17. .. image:: img/shader_material_create_mesh.webp
  18. Then assign a :ref:`class_Shader` resource to the ``Shader`` property.
  19. .. image:: img/visual_shader_create.webp
  20. Click on the new ``Shader`` resource and the Create Shader dialog will
  21. open automatically. Change the Type option to :ref:`class_VisualShader`
  22. in the dropdown, then give it a name.
  23. .. image:: img/visual_shader_create2.webp
  24. Click on the visual shader you just created to open the Shader Editor.
  25. The layout of the Shader Editor comprises two parts:
  26. the upper toolbar and the graph itself.
  27. .. image:: img/visual_shader_editor2.webp
  28. From left to right in the toolbar:
  29. - The ``Add Node`` button displays a popup menu to let you add nodes to the
  30. shader graph.
  31. - The drop-down menu is the shader type: Vertex, Fragment and Light. Like for
  32. script shaders, it defines what built-in nodes will be available.
  33. - The following buttons and number input control the zooming level, grid
  34. snapping and distance between grid lines (in pixels).
  35. - The toggle controls if the graph minimap in the bottom right of the editor
  36. is visible or not.
  37. - The automatically arrange selected nodes button will try to organize any
  38. nodes you have selected as efficiently and cleanly as possible.
  39. - The Manage Varyings button opens a dropdown that lets you add or remove a
  40. varying.
  41. - The last icon shows the generated shader code corresponding to your graph.
  42. .. note::
  43. Although VisualShaders do not require coding, they share the same logic with
  44. script shaders. It is advised to learn the basics of both to have a good
  45. understanding of the shading pipeline.
  46. The visual shader graph is converted to a script shader behind the scene,
  47. and you can see this code by pressing the last button in the toolbar. This
  48. can be convenient to understand what a given node does and how to reproduce
  49. it in scripts.
  50. Using the Visual Shader Editor
  51. ------------------------------
  52. By default, every new ``VisualShader`` will have an output node. Every node
  53. connection ends at one of the output node's sockets. A node is the basic unit to
  54. create your shader. To add a new node, click on the ``Add Node`` button on the
  55. upper left corner or right click on any empty location in the graph, and a menu
  56. will pop up.
  57. .. image:: img/vs_popup.webp
  58. This popup has the following properties:
  59. - If you right-click on the graph, this menu will be called at the cursor
  60. position and the created node, in that case, will also be placed under that
  61. position; otherwise, it will be created at the graph's center.
  62. - It can be resized horizontally and vertically allowing more content to be
  63. shown. Size transform and tree content position are saved between the calls,
  64. so if you suddenly closed the popup you can easily restore its previous state.
  65. - The ``Expand All`` and ``Collapse All`` options in the drop-down option menu
  66. can be used to easily list the available nodes.
  67. - You can also drag and drop nodes from the popup onto the graph.
  68. While the popup has nodes sorted in categories, it can seem overwhelming at
  69. first. Try to add some of the nodes, plug them in the output socket and observe
  70. what happens.
  71. When connecting any ``scalar`` output to a ``vector`` input, all components of
  72. the vector will take the value of the scalar.
  73. When connecting any ``vector`` output to a ``scalar`` input, the value of the
  74. scalar will be the average of the vector's components.
  75. Visual Shader node interface
  76. ------------------------------
  77. Visual shader nodes have input and output ports. The input ports are located on the left side of the node, and output ports are located on the right side of the node.
  78. .. figure:: img/vs_node.webp
  79. These ports are colored to differentiate type of port:
  80. .. |scalar| image:: img/vs_scalar.webp
  81. .. |vector| image:: img/vs_vector.webp
  82. .. |boolean| image:: img/vs_boolean.webp
  83. .. |transform| image:: img/vs_transform.webp
  84. .. |sampler| image:: img/vs_sampler.webp
  85. .. list-table:: Port types
  86. :widths: auto
  87. :header-rows: 1
  88. * - Type
  89. - Color
  90. - Description
  91. - Example
  92. * - Scalar
  93. - Gray
  94. - Scalar is a single value.
  95. - |scalar|
  96. * - Vector
  97. - Purple
  98. - Vector is a set of values.
  99. - |vector|
  100. * - Boolean
  101. - Green
  102. - On or off, true or false.
  103. - |boolean|
  104. * - Transform
  105. - Pink
  106. - A matrix, usually used to transform vertices.
  107. - |transform|
  108. * - Sampler
  109. - Orange
  110. - A texture sampler. It can be used to sample textures.
  111. - |sampler|
  112. All of the types are used in the calculations of vertices, fragments, and lights in the shader. For example: matrix multiplication,
  113. vector addition, or scalar division.
  114. There are other types but these are the main ones.
  115. Visual Shader nodes
  116. -------------------
  117. Below are some special nodes that are worth knowing about. The list is not
  118. exhaustive and might be expanded with more nodes and examples.
  119. Expression node
  120. +++++++++++++++
  121. The ``Expression`` node allows you to write Godot Shading Language (GLSL-like)
  122. expressions inside your visual shaders. The node has buttons to add any amount
  123. of required input and output ports and can be resized. You can also set up the
  124. name and type of each port. The expression you have entered will apply
  125. immediately to the material (once the focus leaves the expression text box). Any
  126. parsing or compilation errors will be printed to the Output tab. The outputs are
  127. initialized to their zero value by default. The node is located under the
  128. Special tab and can be used in all shader modes.
  129. The possibilities of this node are almost limitless – you can write complex
  130. procedures, and use all the power of text-based shaders, such as loops, the
  131. ``discard`` keyword, extended types, etc. For example:
  132. .. image:: img/vs_expression2.png
  133. Reroute node
  134. ++++++++++++
  135. The ``Reroute`` node is used purely for organizational purposes. In a complicated
  136. shader with many nodes you may find that the paths between nodes can make
  137. things hard to read. Reroute, as its name suggests, allows you to adjust the path
  138. between nodes to make things easier to read. You can even have multiple reroute
  139. nodes for a single path, which can be used to make right angles.
  140. .. image:: img/vs_reroute.webp
  141. To move a reroute node move your mouse cursor above it, and grab the handle that
  142. appears.
  143. .. image:: img/vs_reroute_handle.webp
  144. Fresnel node
  145. ++++++++++++
  146. The ``Fresnel`` node is designed to accept normal and view vectors and produces
  147. a scalar which is the saturated dot product between them. Additionally, you can
  148. setup the inversion and the power of equation. The ``Fresnel`` node is great for
  149. adding a rim-like lighting effect to objects.
  150. .. image:: img/vs_fresnel.webp
  151. Boolean node
  152. ++++++++++++
  153. The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to represent
  154. ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. This property
  155. can be used to enable or disable some effect parts with one click.
  156. .. image:: img/vs_boolean.gif
  157. If node
  158. +++++++
  159. The ``If`` node allows you to setup a vector which will be returned the result
  160. of the comparison between ``a`` and ``b``. There are three vectors which can be
  161. returned: ``a == b`` (in that case the tolerance parameter is provided as a
  162. comparison threshold – by default it is equal to the minimal value, i.e.
  163. ``0.00001``), ``a > b`` and ``a < b``.
  164. .. image:: img/vs_if.png
  165. Switch node
  166. +++++++++++
  167. The ``Switch`` node returns a vector if the boolean condition is ``true`` or
  168. ``false``. ``Boolean`` was introduced above. If you convert a vector to a true
  169. boolean, all components of the vector should be above zero.
  170. .. image:: img/vs_switch.webp