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Proofread Inspector plugins and Visual Shader plugins tutorials
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.. _doc_visual_shader_plugins:
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Visual Shader Plugins
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Visual Shader plugins
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=====================
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Introduction
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------------
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Visual Shader plugins are used to create custom :ref:`class_VisualShader` nodes
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in GDScript.
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Visual Shader Plugins are used to create custom Visual Shader nodes in GDScript.
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The creation process is different from usual editor plugins. You do not need to
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create a ``plugin.cfg`` file to register it; instead, create and save a script
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file and it will be ready to use, provided the custom node is registered with
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``class_name``.
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The creation process is different from EditorPlugins - you simply create and save a script file and it will be ready to use.
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This short tutorial will explain how to make a Perlin-3D noise node (original
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code from this `GPU noise shaders plugin
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<https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres>`_.
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Visual Shader Plugin
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--------------------
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This short tutorial will explain how to make a Perlin-3D noise node (original code from https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres).
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Create a sprite and assign a :ref:`ShaderMaterial <class_ShaderMaterial>` to its material slot:
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Create a Sprite and assign a :ref:`class_ShaderMaterial` to its material slot:
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.. image:: img/visual_shader_plugins_start.png
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Assign :ref:`VisualShader <class_VisualShader>` to the shader slot of the material:
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Assign :ref:`class_VisualShader` to the shader slot of the material:
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.. image:: img/visual_shader_plugins_start2.png
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Don't forget to change its mode to CanvasItem (if you are using a sprite):
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Don't forget to change its mode to "CanvasItem" (if you are using a Sprite):
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.. image:: img/visual_shader_plugins_start3.png
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Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualShaderNodeCustom>`. This is all you need to initialize your plugin.
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Create a script which derives from :ref:`class_VisualShaderNodeCustom`. This is
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all you need to initialize your plugin.
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::
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@@ -94,7 +95,7 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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}
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vec4 permute(vec4 x) {
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return mod289_4(((x*34.0)+1.0)*x);
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return mod289_4(((x * 34.0) + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r) {
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@@ -107,12 +108,12 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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// Classic Perlin noise
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float cnoise(vec3 P) {
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vec3 Pi0 = floor(P); // Integer part for indexing
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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vec3 Pi0 = floor(P); // Integer part for indexing.
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1.
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Pi0 = mod289_3(Pi0);
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Pi1 = mod289_3(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec3 Pf0 = fract(P); // Fractional part for interpolation.
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0.
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = vec4(Pi0.z);
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@@ -138,14 +139,14 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
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vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
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vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
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vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
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vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
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vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
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vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
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vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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@@ -176,9 +177,9 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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"""
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func _get_code(input_vars, output_vars, mode, type):
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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]]
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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]]
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Save it and open the visual shader. You should see your new node type inside the member's dialog (if you can't see your new node, try restarting the editor):
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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):
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.. image:: img/visual_shader_plugins_result1.png
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@@ -186,4 +187,4 @@ Place it on a graph and connect the required ports:
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.. image:: img/visual_shader_plugins_result2.png
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That is everything you need to do, as you can see it is very easy to create your own custom VisualShader nodes!
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That is everything you need to do, as you can see it is easy to create your own custom VisualShader nodes!
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