visual_shaders.rst 5.9 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.png
  18. Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property.
  19. .. image:: img/visual_shader_create.png
  20. Click on the new ``VisualShader`` resource and the Visual Shader Editor will
  21. open automatically. The layout of the Visual Shader Editor comprises two parts:
  22. the upper toolbar and the graph itself.
  23. .. image:: img/visual_shader_editor2.png
  24. From left to right in the toolbar:
  25. - The ``Add Node`` button displays a popup menu to let you add nodes to the
  26. shader graph.
  27. - The drop-down menu is the shader type: Vertex, Fragment and Light. Like for
  28. script shaders, it defines what built-in nodes will be available.
  29. - The following buttons and number input control the zooming level, grid
  30. snapping and distance between grid lines (in pixels).
  31. - The last icon shows the generated shader code corresponding to your graph.
  32. .. note::
  33. Although VisualShaders do not require coding, they share the same logic with
  34. script shaders. It is advised to learn the basics of both to have a good
  35. understanding of the shading pipeline.
  36. The visual shader graph is converted to a script shader behind the scene,
  37. and you can see this code by pressing the last button in the toolbar. This
  38. can be convenient to understand what a given node does and how to reproduce
  39. it in scripts.
  40. Using the Visual Shader Editor
  41. ------------------------------
  42. By default, every new ``VisualShader`` will have an output node. Every node
  43. connection ends at one of the output node's sockets. A node is the basic unit to
  44. create your shader. To add a new node, click on the ``Add Node`` button on the
  45. upper left corner or right click on any empty location in the graph, and a menu
  46. will pop up.
  47. .. image:: img/vs_popup.png
  48. This popup has the following properties:
  49. - If you right-click on the graph, this menu will be called at the cursor
  50. position and the created node, in that case, will also be placed under that
  51. position; otherwise, it will be created at the graph's center.
  52. - It can be resized horizontally and vertically allowing more content to be
  53. shown. Size transform and tree content position are saved between the calls,
  54. so if you suddenly closed the popup you can easily restore its previous state.
  55. - The ``Expand All`` and ``Collapse All`` options in the drop-down option menu
  56. can be used to easily list the available nodes.
  57. - You can also drag and drop nodes from the popup onto the graph.
  58. While the popup has nodes sorted in categories, it can seem overwhelming at
  59. first. Try to add some of the nodes, plug them in the output socket and observe
  60. what happens.
  61. When connecting any ``scalar`` output to a ``vector`` input, all components of
  62. the vector will take the value of the scalar.
  63. When connecting any ``vector`` output to a ``scalar`` input, the value of the
  64. scalar will be the average of the vector's components.
  65. Visual Shader nodes
  66. -------------------
  67. Below are some special nodes that are worth knowing about. The list is not
  68. exhaustive and might be expanded with more nodes and examples.
  69. Expression node
  70. +++++++++++++++
  71. The ``Expression`` node allows you to write Godot Shading Language (GLSL-like)
  72. expressions inside your visual shaders. The node has buttons to add any amount
  73. of required input and output ports and can be resized. You can also set up the
  74. name and type of each port. The expression you have entered will apply
  75. immediately to the material (once the focus leaves the expression text box). Any
  76. parsing or compilation errors will be printed to the Output tab. The outputs are
  77. initialized to their zero value by default. The node is located under the
  78. Special tab and can be used in all shader modes.
  79. .. image:: img/vs_expression.gif
  80. The possibilities of this node are almost limitless – you can write complex
  81. procedures, and use all the power of text-based shaders, such as loops, the
  82. ``discard`` keyword, extended types, etc. For example:
  83. .. image:: img/vs_expression2.png
  84. Fresnel node
  85. ++++++++++++
  86. The ``Fresnel`` node is designed to accept normal and view vectors and produces
  87. a scalar which is the saturated dot product between them. Additionally, you can
  88. setup the inversion and the power of equation. The ``Fresnel`` node is great for
  89. adding a rim-like lighting effect to objects.
  90. .. image:: img/vs_fresnel.png
  91. Boolean node
  92. ++++++++++++
  93. The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to represent
  94. ``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. This property
  95. can be used to enable or disable some effect parts with one click.
  96. .. image:: img/vs_boolean.gif
  97. If node
  98. +++++++
  99. The ``If`` node allows you to setup a vector which will be returned the result
  100. of the comparison between ``a`` and ``b``. There are three vectors which can be
  101. returned: ``a == b`` (in that case the tolerance parameter is provided as a
  102. comparison threshold – by default it is equal to the minimal value, i.e.
  103. ``0.00001``), ``a > b`` and ``a < b``.
  104. .. image:: img/vs_if.png
  105. Switch node
  106. +++++++++++
  107. The ``Switch`` node returns a vector if the boolean condition is ``true`` or
  108. ``false``. ``Boolean`` was introduced above. If you convert a vector to a true
  109. boolean, all components of the vector should be above zero.
  110. .. image:: img/vs_switch.png