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- .. _doc_canvas_item_shader:
- CanvasItem shaders
- ==================
- CanvasItem shaders are used to draw all 2D elements in Godot. These include
- all nodes that inherit from CanvasItems, and all GUI elements.
- CanvasItem shaders contain fewer built-in variables and functionality than
- :ref:`Spatial shaders<doc_spatial_shader>`, but they maintain the same basic structure
- with vertex, fragment, and light processor functions.
- Render modes
- ^^^^^^^^^^^^
- +---------------------------------+----------------------------------------------------------------------+
- | Render mode | Description |
- +=================================+======================================================================+
- | **blend_mix** | Mix blend mode (alpha is transparency), default. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_add** | Additive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_sub** | Subtractive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_mul** | Multiplicative blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_premul_alpha** | Pre-multiplied alpha blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_disabled** | Disable blending, values (including alpha) are written as-is. |
- +---------------------------------+----------------------------------------------------------------------+
- | **unshaded** | Result is just albedo. No lighting/shading happens in material. |
- +---------------------------------+----------------------------------------------------------------------+
- | **light_only** | Only draw on light pass. |
- +---------------------------------+----------------------------------------------------------------------+
- | **skip_vertex_transform** | ``VERTEX`` needs to be transformed manually in the ``vertex()`` |
- | | function. |
- +---------------------------------+----------------------------------------------------------------------+
- | **world_vertex_coords** | ``VERTEX`` is modified in world coordinates instead of local. |
- +---------------------------------+----------------------------------------------------------------------+
- Built-ins
- ^^^^^^^^^
- Values marked as ``in`` are read-only. Values marked as ``out`` can optionally be written to and will
- not necessarily contain sensible values. Values marked as ``inout`` provide a sensible default
- value, and can optionally be written to. Samplers cannot be written to so they are not marked.
- Global built-ins
- ^^^^^^^^^^^^^^^^
- Global built-ins are available everywhere, including custom functions.
- +-------------------+------------------------------------------------------------------------------------------+
- | Built-in | Description |
- +===================+==========================================================================================+
- | in float **TIME** | Global time since the engine has started, in seconds. It repeats after every ``3,600`` |
- | | seconds (which can be changed with the |
- | | :ref:`rollover<class_ProjectSettings_property_rendering/limits/time/time_rollover_secs>` |
- | | setting). It's affected by |
- | | :ref:`time_scale<class_Engine_property_time_scale>` but not by pausing. If you need a |
- | | ``TIME`` variable that is not affected by time scale, add your own |
- | | :ref:`global shader uniform<doc_shading_language_global_uniforms>` and update it each |
- | | frame. |
- +-------------------+------------------------------------------------------------------------------------------+
- | in float **PI** | A ``PI`` constant (``3.141592``). |
- | | A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
- +-------------------+------------------------------------------------------------------------------------------+
- | in float **TAU** | A ``TAU`` constant (``6.283185``). |
- | | An equivalent of ``PI * 2`` and amount of radians in full turn. |
- +-------------------+------------------------------------------------------------------------------------------+
- | in float **E** | An ``E`` constant (``2.718281``). |
- | | Euler's number and a base of the natural logarithm. |
- +-------------------+------------------------------------------------------------------------------------------+
- Vertex built-ins
- ^^^^^^^^^^^^^^^^
- Vertex data (``VERTEX``) is presented in local space (pixel coordinates, relative to the Node2D's origin).
- If not written to, these values will not be modified and be passed through as they came.
- The user can disable the built-in model to world transform (world to screen and projection will still
- happen later) and do it manually with the following code:
- .. code-block:: glsl
- shader_type canvas_item;
- render_mode skip_vertex_transform;
- void vertex() {
- VERTEX = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
- }
- Other built-ins, such as ``UV`` and ``COLOR``, are also passed through to the ``fragment()`` function if not modified.
- For instancing, the ``INSTANCE_CUSTOM`` variable contains the instance custom data. When using particles, this information
- is usually:
- * **x**: Rotation angle in radians.
- * **y**: Phase during lifetime (``0.0`` to ``1.0``).
- * **z**: Animation frame.
- +--------------------------------+----------------------------------------------------------------+
- | Built-in | Description |
- +================================+================================================================+
- | in mat4 **MODEL_MATRIX** | Local space to world space transform. World space |
- | | is the coordinates you normally use in the editor. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **CANVAS_MATRIX** | World space to canvas space transform. In canvas |
- | | space the origin is the upper-left corner of the |
- | | screen and coordinates ranging from ``(0.0, 0.0)`` |
- | | to viewport size. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **SCREEN_MATRIX** | Canvas space to clip space. In clip space |
- | | coordinates ranging from ``(-1.0, -1.0)`` to |
- | | ``(1.0, 1.0).`` |
- +--------------------------------+----------------------------------------------------------------+
- | in int **INSTANCE_ID** | Instance ID for instancing. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
- +--------------------------------+----------------------------------------------------------------+
- | in bool **AT_LIGHT_PASS** | Always ``false``. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
- | | For a Sprite2D with a texture of size 64x32px, |
- | | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **VERTEX** | Vertex position, in local space. |
- +--------------------------------+----------------------------------------------------------------+
- | in int **VERTEX_ID** | The index of the current vertex in the vertex |
- | | buffer. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **UV** | Normalized texture coordinates. Range from ``0.0`` |
- | | to ``1.0``. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec4 **COLOR** | Color from vertex primitive multiplied by CanvasItem's |
- | | :ref:`modulate<class_CanvasItem_property_modulate>` |
- | | multiplied by CanvasItem's |
- | | :ref:`self_modulate<class_CanvasItem_property_self_modulate>`. |
- +--------------------------------+----------------------------------------------------------------+
- | inout float **POINT_SIZE** | Point size for point drawing. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **CUSTOM0** | Custom value from vertex primitive. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **CUSTOM1** | Custom value from vertex primitive. |
- +--------------------------------+----------------------------------------------------------------+
- Fragment built-ins
- ^^^^^^^^^^^^^^^^^^
- COLOR and TEXTURE
- ~~~~~~~~~~~~~~~~~
- The built-in variable ``COLOR`` is used for a few things:
- - In the ``vertex()`` function, ``COLOR`` contains the color from the vertex
- primitive multiplied by the CanvasItem's
- :ref:`modulate<class_CanvasItem_property_modulate>` multiplied by the
- CanvasItem's :ref:`self_modulate<class_CanvasItem_property_self_modulate>`.
- - In the ``fragment()`` function, the input value ``COLOR`` is that same value
- multiplied by the color from the default ``TEXTURE`` (if present).
- - In the ``fragment()`` function, ``COLOR`` is also the final output.
- Certain nodes (for example, :ref:`Sprite2D <class_Sprite2D>`) display a texture
- by default, for example :ref:`texture <class_Sprite2D_property_texture>`. When
- using a custom ``fragment()`` function, you have a few options on how to sample
- this texture.
- To read only the contents of the default texture, ignoring the vertex ``COLOR``:
- .. code-block:: glsl
- void fragment() {
- COLOR = texture(TEXTURE, UV);
- }
- To read the contents of the default texture multiplied by vertex ``COLOR``:
- .. code-block:: glsl
- void fragment() {
- // Equivalent to an empty fragment() function, since COLOR is also the output variable.
- COLOR = COLOR;
- }
- To read only the vertex ``COLOR`` in ``fragment()``, ignoring the main texture,
- you must pass ``COLOR`` as a varying, then read it in ``fragment()``:
- .. code-block:: glsl
- varying vec4 vertex_color;
- void vertex() {
- vertex_color = COLOR;
- }
- void fragment() {
- COLOR = vertex_color;
- }
- NORMAL
- ~~~~~~
- Similarly, if a normal map is used in the :ref:`CanvasTexture <class_CanvasTexture>`, Godot uses
- it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
- map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
- it to the ``NORMAL_MAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.
- .. code-block:: glsl
- NORMAL_MAP = texture(NORMAL_TEXTURE, UV).rgb;
- +---------------------------------------------+---------------------------------------------------------------+
- | Built-in | Description |
- +=============================================+===============================================================+
- | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
- | | position in viewport. Upper-left of the viewport is the |
- | | origin, ``(0.0, 0.0)``. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec2 **POINT_COORD** | Coordinate for drawing points. |
- +---------------------------------------------+---------------------------------------------------------------+
- | sampler2D **TEXTURE** | Default 2D texture. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
- | | For a Sprite2D with a texture of size 64x32px, |
- | | ``TEXTURE_PIXEL_SIZE`` = ``vec2(1/64, 1/32)`` |
- +---------------------------------------------+---------------------------------------------------------------+
- | in bool **AT_LIGHT_PASS** | Always ``false``. |
- +---------------------------------------------+---------------------------------------------------------------+
- | sampler2D **SPECULAR_SHININESS_TEXTURE** | Specular shininess texture of this object. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec2 **UV** | UV from the ``vertex()`` function. |
- +---------------------------------------------+---------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
- +---------------------------------------------+---------------------------------------------------------------+
- | sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with |
- | | ``hint_screen_texture`` instead. |
- +---------------------------------------------+---------------------------------------------------------------+
- | inout vec3 **NORMAL** | Normal read from ``NORMAL_TEXTURE``. Writable. |
- +---------------------------------------------+---------------------------------------------------------------+
- | sampler2D **NORMAL_TEXTURE** | Default 2D normal texture. |
- +---------------------------------------------+---------------------------------------------------------------+
- | out vec3 **NORMAL_MAP** | Configures normal maps meant for 3D for use in 2D. If used, |
- | | overrides ``NORMAL``. |
- +---------------------------------------------+---------------------------------------------------------------+
- | out float **NORMAL_MAP_DEPTH** | Normal map depth for scaling. |
- +---------------------------------------------+---------------------------------------------------------------+
- | inout vec2 **VERTEX** | Pixel position in screen space. |
- +---------------------------------------------+---------------------------------------------------------------+
- | inout vec2 **SHADOW_VERTEX** | Same as ``VERTEX`` but can be written to alter shadows. |
- +---------------------------------------------+---------------------------------------------------------------+
- | inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. |
- | | Z component represents height. |
- +---------------------------------------------+---------------------------------------------------------------+
- | inout vec4 **COLOR** | ``COLOR`` from the ``vertex()`` function multiplied by the |
- | | ``TEXTURE`` color. Also output color value. |
- +---------------------------------------------+---------------------------------------------------------------+
- Light built-ins
- ^^^^^^^^^^^^^^^
- Light processor functions work differently in Godot 4.x than they did in Godot
- 3.x. In Godot 4.x all lighting is done during the regular draw pass. In other
- words, Godot no longer draws the object again for each light.
- Use the ``unshaded`` render mode if you do not want the ``light()`` function to
- run. Use the ``light_only`` render mode if you only want to see the impact of
- lighting on an object; this can be useful when you only want the object visible
- where it is covered by light.
- If you define a ``light()`` function it will replace the built-in light function,
- even if your light function is empty.
- Below is an example of a light shader that takes a CanvasItem's normal map into account:
- .. code-block:: glsl
- void light() {
- float cNdotL = max(0.0, dot(NORMAL, LIGHT_DIRECTION));
- LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a);
- }
- +----------------------------------+------------------------------------------------------------------------------+
- | Built-in | Description |
- +==================================+==============================================================================+
- | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
- | | position in viewport. Upper-left of the viewport is the origin, |
- | | ``(0.0, 0.0)``. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec3 **NORMAL** | Input normal. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec4 **COLOR** | Input color. This is the output of the ``fragment()`` function. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec2 **UV** | UV from the ``vertex()`` function, equivalent to the UV in the |
- | | ``fragment()`` function. |
- +----------------------------------+------------------------------------------------------------------------------+
- | sampler2D **TEXTURE** | Current texture in use for CanvasItem. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of ``TEXTURE``. |
- | | For a Sprite2D with a ``TEXTURE`` of size ``64x32`` pixels, |
- | | **TEXTURE_PIXEL_SIZE** = ``vec2(1/64, 1/32)`` |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec2 **POINT_COORD** | UV for Point Sprite. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec4 **LIGHT_COLOR** | :ref:`Color<class_Light2D_property_color>` of the :ref:`class_Light2D`. |
- | | If the light is a :ref:`class_PointLight2D`, multiplied by the light's |
- | | :ref:`texture<class_PointLight2D_property_texture>`. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in float **LIGHT_ENERGY** | :ref:`Energy multiplier<class_Light2D_property_energy>` of the |
- | | :ref:`class_Light2D`. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec3 **LIGHT_POSITION** | Position of the :ref:`class_Light2D` in screen space. If using a |
- | | :ref:`class_DirectionalLight2D` this is always ``(0.0, 0.0, 0.0)``. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec3 **LIGHT_DIRECTION** | Direction of the :ref:`class_Light2D` in screen space. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in bool **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a :ref:`class_DirectionalLight2D`. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec3 **LIGHT_VERTEX** | Pixel position, in screen space as modified in the ``fragment()`` function. |
- +----------------------------------+------------------------------------------------------------------------------+
- | inout vec4 **LIGHT** | Output color for this :ref:`class_Light2D`. |
- +----------------------------------+------------------------------------------------------------------------------+
- | in vec4 **SPECULAR_SHININESS** | Specular shininess, as set in the object's texture. |
- +----------------------------------+------------------------------------------------------------------------------+
- | out vec4 **SHADOW_MODULATE** | Multiply shadows cast at this point by this color. |
- +----------------------------------+------------------------------------------------------------------------------+
- SDF functions
- ^^^^^^^^^^^^^
- There are a few additional functions implemented to sample an automatically
- generated Signed Distance Field texture. These functions available for the ``fragment()``
- and ``light()`` functions of CanvasItem shaders. Custom functions may also use them as long
- as they called from supported functions.
- The signed distance field is generated from :ref:`class_LightOccluder2D` nodes
- present in the scene with the **SDF Collision** property enabled (which is the
- default). See the :ref:`2D lights and shadows <doc_2d_lights_and_shadows_setting_up_shadows>`
- documentation for more information.
- +-----------------------------------------------+-------------------------------------------+
- | Function | Description |
- +===============================================+===========================================+
- | float **texture_sdf** (vec2 sdf_pos) | Performs an SDF texture lookup. |
- +-----------------------------------------------+-------------------------------------------+
- | vec2 **texture_sdf_normal** (vec2 sdf_pos) | Calculates a normal from the SDF texture. |
- +-----------------------------------------------+-------------------------------------------+
- | vec2 **sdf_to_screen_uv** (vec2 sdf_pos) | Converts an SDF to screen UV. |
- +-----------------------------------------------+-------------------------------------------+
- | vec2 **screen_uv_to_sdf** (vec2 uv) | Converts screen UV to an SDF. |
- +-----------------------------------------------+-------------------------------------------+
|