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@@ -11,79 +11,79 @@ write vertex, fragment, and light processor functions to affect how objects are
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Render modes
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^^^^^^^^^^^^
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+---------------------------------+-----------------------------------------------------------------------+
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| Render mode | Description |
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+=================================+=======================================================================+
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| **blend_mix** | Mix blend mode (alpha is transparency), default. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **blend_add** | Additive blend mode. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **blend_sub** | Subtractive blend mode. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **blend_mul** | Multiplicative blend mode. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **depth_draw_always** | Always draw depth (opaque and transparent). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **depth_draw_never** | Never draw depth. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **depth_prepass_alpha** | Do opaque depth pre-pass for transparent geometry. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **depth_test_disabled** | Disable depth testing. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **sss_mode_skin** | |
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+---------------------------------+-----------------------------------------------------------------------+
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| **cull_back** | Cull back-faces (default). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **cull_front** | Cull front-faces. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **cull_disabled** | Culling disabled (double sided). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **wireframe** | Geometry draws using lines. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **diffuse_lambert** | Lambert shading for diffuse (default). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **diffuse_burley** | Burley (Disney PBS) for diffuse. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **diffuse_toon** | Toon shading for diffuse. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **specular_blinn** | Blinn for specular (compatibility). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **specular_phong** | Phong for specular (compatibility). |
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+---------------------------------+-----------------------------------------------------------------------+
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| **specular_toon** | Toon for specular. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **specular_disabled** | Disable specular. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **skip_vertex_transform** | VERTEX/NORMAL/etc. need to be transformed manually in vertex function.|
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+---------------------------------+-----------------------------------------------------------------------+
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| **world_vertex_coords** | VERTEX/NORMAL/etc. are modified in world coordinates instead of local.|
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+---------------------------------+-----------------------------------------------------------------------+
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| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **shadows_disabled** | Disable computing shadows in shader. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **ambient_light_disabled** | Disable contribution from ambient light and radiance map. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **shadow_to_opacity** | Lighting modifies the alpha so shadowed areas are opaque and |
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| | non-shadowed areas are transparent. Useful for overlaying shadows onto|
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| | a camera feed in AR. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **vertex_lighting** | Use vertex-based lighting. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **particle_trails** | Enables the trails when used on particles geometry. |
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+---------------------------------+-----------------------------------------------------------------------+
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| **alpha_to_coverage** | |
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+---------------------------------+-----------------------------------------------------------------------+
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| **alpha_to_coverage_and_one** | |
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+---------------------------------+-----------------------------------------------------------------------+
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+-------------------------------+------------------------------------------------------------------------+
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| Render mode | Description |
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+===============================+========================================================================+
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| **blend_mix** | Mix blend mode (alpha is transparency), default. |
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+-------------------------------+------------------------------------------------------------------------+
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| **blend_add** | Additive blend mode. |
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+-------------------------------+------------------------------------------------------------------------+
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| **blend_sub** | Subtractive blend mode. |
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+-------------------------------+------------------------------------------------------------------------+
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| **blend_mul** | Multiplicative blend mode. |
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+-------------------------------+------------------------------------------------------------------------+
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| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
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+-------------------------------+------------------------------------------------------------------------+
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| **depth_draw_always** | Always draw depth (opaque and transparent). |
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+-------------------------------+------------------------------------------------------------------------+
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| **depth_draw_never** | Never draw depth. |
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+-------------------------------+------------------------------------------------------------------------+
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| **depth_prepass_alpha** | Do opaque depth pre-pass for transparent geometry. |
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+-------------------------------+------------------------------------------------------------------------+
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| **depth_test_disabled** | Disable depth testing. |
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+-------------------------------+------------------------------------------------------------------------+
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| **sss_mode_skin** | |
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+-------------------------------+------------------------------------------------------------------------+
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| **cull_back** | Cull back-faces (default). |
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+-------------------------------+------------------------------------------------------------------------+
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| **cull_front** | Cull front-faces. |
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+-------------------------------+------------------------------------------------------------------------+
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| **cull_disabled** | Culling disabled (double sided). |
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+-------------------------------+------------------------------------------------------------------------+
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| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
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+-------------------------------+------------------------------------------------------------------------+
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| **wireframe** | Geometry draws using lines. |
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+-------------------------------+------------------------------------------------------------------------+
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| **diffuse_lambert** | Lambert shading for diffuse (default). |
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+-------------------------------+------------------------------------------------------------------------+
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| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
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+-------------------------------+------------------------------------------------------------------------+
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| **diffuse_burley** | Burley (Disney PBS) for diffuse. |
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+-------------------------------+------------------------------------------------------------------------+
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| **diffuse_toon** | Toon shading for diffuse. |
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+-------------------------------+------------------------------------------------------------------------+
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| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
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+-------------------------------+------------------------------------------------------------------------+
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| **specular_blinn** | Blinn for specular (compatibility). |
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+-------------------------------+------------------------------------------------------------------------+
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| **specular_phong** | Phong for specular (compatibility). |
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+-------------------------------+------------------------------------------------------------------------+
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| **specular_toon** | Toon for specular. |
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+-------------------------------+------------------------------------------------------------------------+
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| **specular_disabled** | Disable specular. |
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+-------------------------------+------------------------------------------------------------------------+
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| **skip_vertex_transform** | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
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+-------------------------------+------------------------------------------------------------------------+
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| **world_vertex_coords** | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
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+-------------------------------+------------------------------------------------------------------------+
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| **ensure_correct_normals** | Use when non-uniform scale is applied to mesh. |
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+-------------------------------+------------------------------------------------------------------------+
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| **shadows_disabled** | Disable computing shadows in shader. |
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+-------------------------------+------------------------------------------------------------------------+
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| **ambient_light_disabled** | Disable contribution from ambient light and radiance map. |
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+-------------------------------+------------------------------------------------------------------------+
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| **shadow_to_opacity** | Lighting modifies the alpha so shadowed areas are opaque and |
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| | non-shadowed areas are transparent. Useful for overlaying shadows onto |
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| | a camera feed in AR. |
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+-------------------------------+------------------------------------------------------------------------+
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| **vertex_lighting** | Use vertex-based lighting. |
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+-------------------------------+------------------------------------------------------------------------+
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| **particle_trails** | Enables the trails when used on particles geometry. |
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+-------------------------------+------------------------------------------------------------------------+
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| **alpha_to_coverage** | |
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+-------------------------------+------------------------------------------------------------------------+
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| **alpha_to_coverage_and_one** | |
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+-------------------------------+------------------------------------------------------------------------+
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Built-ins
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^^^^^^^^^
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@@ -99,7 +99,7 @@ Global built-ins
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Global built-ins are available everywhere, including custom functions.
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+-------------------+----------------------------------------------------------------------------------------+
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| Built-in | Description |
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| Built-in | Description |
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+===================+========================================================================================+
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| in float **TIME** | Global time, in seconds. |
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+-------------------+----------------------------------------------------------------------------------------+
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@@ -109,7 +109,7 @@ Global built-ins are available everywhere, including custom functions.
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| in float **TAU** | A ``TAU`` constant (``6.283185``). |
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| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
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+-------------------+----------------------------------------------------------------------------------------+
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| in float **E** | A ``E`` constant (``2.718281``). Euler's number and a base of natural logarithm. |
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| in float **E** | A ``E`` constant (``2.718281``). Euler's number and a base of the natural logarithm. |
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+-------------------+----------------------------------------------------------------------------------------+
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Vertex built-ins
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@@ -225,120 +225,120 @@ The default use of a Godot fragment processor function is to set up the material
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and to let the built-in renderer handle the final shading. However, you are not required to use all
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these properties, and if you don't write to them, Godot will optimize away the corresponding functionality.
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| Built-in | Description |
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+===========================================+==================================================================================================+
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| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window, ``z`` |
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| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in bool **FRONT_FACING** | ``true`` if current face if front face. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VIEW** | Vector from camera to fragment position (in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **UV** | UV that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **UV2** | UV2 that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec4 **COLOR** | COLOR that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **POINT_COORD** | Point Coordinate for drawing points with POINT_SIZE. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when calculations happen in sRGB color space (``true`` in GLES2, ``false`` in GLES3). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat3 **WORLD_NORMAL_MATRIX** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_INDEX** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_MONO_LEFT** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_RIGHT** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **NORMAL_ROUGHNESS_TEXTURE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **DEPTH** | Custom depth value (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal that comes from vertex function (default, in view space). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **TANGENT** | Tangent that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BINORMAL** | Binormal that comes from vertex function. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **NORMAL_MAP** | Set normal here if reading normal from a texture instead of NORMAL. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **NORMAL_MAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **ALBEDO** | Albedo (default white). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_SCISSOR_THRESHOLD** | If written to, values below a certain amount of alpha are discarded. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_HASH_SCALE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_ANTIALIASING_EDGE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec2 **ALPHA_TEXTURE_COORDINATE** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **METALLIC** | Metallic (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ROUGHNESS** | Roughness (0..1). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **CLEARCOAT** | Small added specular blob. If used, Godot calculates Clearcoat. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec2 **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SSS_STRENGTH** | Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **SSS_TRANSMITTANCE_COLOR** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SSS_TRANSMITTANCE_DEPTH** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SSS_TRANSMITTANCE_BOOST** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BACKLIGHT** | |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **AO** | Strength of Ambient Occlusion. For use with pre-baked AO. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1; default 0). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
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+-------------------------------------------+--------------------------------------------------------------------------------------------------+
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| Built-in | Description |
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+========================================+==================================================================================================+
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| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center in screen space. ``xy`` specifies position in window, ``z`` |
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| | specifies fragment depth if ``DEPTH`` is not used. Origin is lower-left. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in bool **FRONT_FACING** | ``true`` if current face if front face. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VIEW** | Vector from camera to fragment position (in view space). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **UV** | UV that comes from vertex function. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **UV2** | UV2 that comes from vertex function. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec4 **COLOR** | COLOR that comes from vertex function. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **POINT_COORD** | Point Coordinate for drawing points with POINT_SIZE. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in bool **OUTPUT_IS_SRGB** | ``true`` when calculations happen in sRGB color space (``true`` in GLES2, ``false`` in GLES3). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat3 **WORLD_NORMAL_MATRIX** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec3 **VERTEX** | Vertex that comes from vertex function (default, in view space). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_INDEX** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_MONO_LEFT** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in int **VIEW_RIGHT** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **NORMAL_ROUGHNESS_TEXTURE** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **DEPTH** | Custom depth value (0..1). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal that comes from vertex function (default, in view space). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **TANGENT** | Tangent that comes from vertex function. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| inout vec3 **BINORMAL** | Binormal that comes from vertex function. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **NORMAL_MAP** | Set normal here if reading normal from a texture instead of NORMAL. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **NORMAL_MAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec3 **ALBEDO** | Albedo (default white). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA** | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_SCISSOR_THRESHOLD** | If written to, values below a certain amount of alpha are discarded. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_HASH_SCALE** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ALPHA_ANTIALIASING_EDGE** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out vec2 **ALPHA_TEXTURE_COORDINATE** | |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **METALLIC** | Metallic (0..1). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **SPECULAR** | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ROUGHNESS** | Roughness (0..1). |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **RIM** | Rim (0..1). If used, Godot calculates rim lighting. |
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+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
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|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **CLEARCOAT** | Small added specular blob. If used, Godot calculates Clearcoat. |
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|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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|
| out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
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|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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| out float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
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|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
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|
| out vec2 **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
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|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
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|
|
| out float **SSS_STRENGTH** | Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object. |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
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|
|
| out vec4 **SSS_TRANSMITTANCE_COLOR** | |
|
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|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
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|
|
| out float **SSS_TRANSMITTANCE_DEPTH** | |
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|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
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|
|
| out float **SSS_TRANSMITTANCE_BOOST** | |
|
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|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| inout vec3 **BACKLIGHT** | |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out float **AO** | Strength of Ambient Occlusion. For use with pre-baked AO. |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1; default 0). |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out vec4 **FOG** | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out vec4 **RADIANCE** | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
| out vec4 **IRRADIANCE** | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
|
|
|
|
|
+----------------------------------------+--------------------------------------------------------------------------------------------------+
|
|
|
|
|
|
|
|
|
|
Light built-ins
|
|
|
|
|
^^^^^^^^^^^^^^^
|
|
|
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|
|