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1130 lines
86 KiB
ReStructuredText
1130 lines
86 KiB
ReStructuredText
.. _doc_shading_language:
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Shading language
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================
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Introduction
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------------
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Godot uses a shading language similar to GLSL ES 3.0. Most datatypes and functions are supported,
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and the few remaining ones will likely be added over time.
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Unlike the shader language in Godot 2.x, this implementation is much closer to the original.
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Shader Types
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------------
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Instead of supplying a general purpose configuration, Godot Shading Language must
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specify what a shader is intended for. Depending on the type, different render
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modes, built-in variables and processing functions are supported.
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Any shader needs a first line specifying this type, in the following format:
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.. code-block:: glsl
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shader_type <type>;
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Valid types are:
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* "spatial": For 3D rendering.
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* "canvas_item": For 2D rendering.
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* "particles": For particle systems.
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Render Modes
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------------
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Different shader types support different render modes. They are optional but, if specified, must
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be after the *shader_type*. Example syntax is:
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.. code-block:: glsl
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shader_type spatial;
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render_mode unshaded, cull_disabled;
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Data types
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----------
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Most GLSL ES 3.0 datatypes are supported:
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+-----------------+---------------------------------------------------------------------------+
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| Type | Description |
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+=================+===========================================================================+
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| **void** | Void datatype, useful only for functions that return nothing. |
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+-----------------+---------------------------------------------------------------------------+
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| **bool** | Boolean datatype, can only contain "true" or "false" |
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+-----------------+---------------------------------------------------------------------------+
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| **bvec2** | Two component vector of booleans. |
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+-----------------+---------------------------------------------------------------------------+
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| **bvec3** | Three component vector of booleans. |
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+-----------------+---------------------------------------------------------------------------+
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| **bvec4** | Four component vector of booleans. |
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+-----------------+---------------------------------------------------------------------------+
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| **int** | Signed scalar integer. |
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+-----------------+---------------------------------------------------------------------------+
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| **ivec2** | Two component vector of signed integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **ivec3** | Three component vector of signed integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **ivec4** | Four component vector of signed integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **uint** | Unsigned scalar integer, can't contain negative numbers. |
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+-----------------+---------------------------------------------------------------------------+
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| **uvec2** | Two component vector of unsigned integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **uvec3** | Three component vector of unsigned integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **uvec4** | Four component vector of unsigned integers. |
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+-----------------+---------------------------------------------------------------------------+
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| **float** | Floating point scalar. |
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+-----------------+---------------------------------------------------------------------------+
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| **vec2** | Two component vector of floating point values. |
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+-----------------+---------------------------------------------------------------------------+
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| **vec3** | Three component vector of floating point values. |
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+-----------------+---------------------------------------------------------------------------+
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| **vec4** | Four component vector of floating point values. |
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+-----------------+---------------------------------------------------------------------------+
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| **mat2** | 2x2 matrix, in column major order. |
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+-----------------+---------------------------------------------------------------------------+
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| **mat3** | 3x3 matrix, in column major order. |
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+-----------------+---------------------------------------------------------------------------+
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| **mat4** | 4x4 matrix, in column major order. |
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+-----------------+---------------------------------------------------------------------------+
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| **sampler2D** | Sampler type, for binding 2D textures, which are read as float. |
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+-----------------+---------------------------------------------------------------------------+
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| **isampler2D** | Sampler type for binding 2D textures, which are read as signed integer. |
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+-----------------+---------------------------------------------------------------------------+
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| **usampler2D** | Sampler type for binding 2D textures, which are read as unsigned integer. |
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+-----------------+---------------------------------------------------------------------------+
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| **samplerCube** | Sampler type for binding Cubemaps, which are read as floats. |
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+-----------------+---------------------------------------------------------------------------+
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Casting
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~~~~~~~
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Just like GLSL ES 3.0, implicit casting between scalars and vectors of the same size but different type is not allowed.
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Casting of types of different size is also not allowed. Conversion must be done explicitly via constructors.
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Example:
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.. code-block:: glsl
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float a = 2; // valid
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float a = 2.0; // valid
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float a = float(2); // valid
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Default integer constants are signed, so casting is always needed to convert to unsigned:
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.. code-block:: glsl
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int a = 2; // valid
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uint a = 2; // invalid
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uint a = uint(2); // valid
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Members
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~~~~~~~
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Individual scalar members of vector types are accessed via the "x", "y", "z" and "w" members. Alternatively, using "r", "g", "b" and "a" also works and is equivalent.
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Use whatever fits best for your use case.
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For matrices, use m[row][column] indexing syntax to access each scalar, or m[idx] for access a vector by row index. For example, for accessing y position of object in mat4 you must use m[3][1] syntax.
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Constructing
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~~~~~~~~~~~~
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Construction of vector types must always pass:
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.. code-block:: glsl
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// The required amount of scalars
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vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
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// Complementary vectors and/or scalars
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vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
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vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
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// A single scalar for the whole vector
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vec4 a = vec4(0.0);
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Construction of matrix types requires pass vectors of same dimension as matrix. You could also build a diagonal matrix using matx(float) syntax. So the mat4(1.0) is an identity matrix.
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.. code-block:: glsl
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mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0));
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mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
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mat4 identity = mat4(1.0);
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Swizzling
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~~~~~~~~~
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It is possible to obtain any combination of them in any order, as long as the result is another vector type (or scalar).
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This is easier shown than explained:
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.. code-block:: glsl
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vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
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vec3 b = a.rgb; // Creates a vec3 with vec4 components
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vec3 b = a.aaa; // Also valid, creates a vec3 and fills it with "a".
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vec3 b = a.bgr; // Order does not matter
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vec3 b = a.xyz; // Also rgba, xyzw are equivalent
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float c = b.w; // Invalid, because "w" is not present in vec3 b
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Precision
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~~~~~~~~~
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It is possible to add precision modifiers to datatypes, use them for uniforms, variables, arguments and varyings:
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.. code-block:: glsl
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lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
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mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
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highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)
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Using lower precision for some operations can speed up the math involved (at the cost of, of course, less precision).
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This is rarely needed in the vertex shader (where full precision is needed most of the time), but often needed in the fragment one.
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Keep in mind that some architectures (mainly mobile) benefit a lot from this, but are also restricted (conversion between precisions has a cost).
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Please read the relevant documentation on the target architecture to find out more. In all honesty though, mobile drivers are buggy
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so to stay out of trouble make simple shaders without specifying precision unless you *really* need to.
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Operators:
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----------
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Godot shading language supports the same set of operators as GLSL ES 3.0. Below is the list of them in precedence order:
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+-------------+-----------------------+--------------------+
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| Precedence | Class | Operator |
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+-------------+-----------------------+--------------------+
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| 1 (highest) | parenthetical grouping| **()** |
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+-------------+-----------------------+--------------------+
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| 2 | unary | **+, -, !, ~** |
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+-------------+-----------------------+--------------------+
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| 3 | multiplicative | **/, \*, %** |
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+-------------+-----------------------+--------------------+
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| 4 | additive | **+, -** |
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+-------------+-----------------------+--------------------+
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| 5 | bit-wise shift | **<<, >>** |
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+-------------+-----------------------+--------------------+
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| 6 | relational | **<, >, <=, >=** |
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+-------------+-----------------------+--------------------+
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| 7 | equality | **==, !=** |
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+-------------+-----------------------+--------------------+
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| 8 | bit-wise and | **&** |
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+-------------+-----------------------+--------------------+
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| 9 | bit-wise exclusive or | **^** |
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+-------------+-----------------------+--------------------+
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| 10 | bit-wise inclusive or | **|** |
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+-------------+-----------------------+--------------------+
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| 11 | logical and | **&&** |
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+-------------+-----------------------+--------------------+
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| 12 (lowest) | logical inclusive or | **||** |
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+-------------+-----------------------+--------------------+
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Flow Control
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------------
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Godot Shading language supports the most common types of flow control:
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.. code-block:: glsl
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// if and else
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if (cond) {
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} else {
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}
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// for loops
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for (int i = 0; i < 10; i++) {
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}
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// while
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while (true) {
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}
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Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor).
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Godot can't protect you from this, so be careful to not make this mistake!
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Discarding
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-----------
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Fragment and light functions can use the **discard** keyword. If used, the fragment is discarded and nothing is written.
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Functions
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---------
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It's possible to define any function in a Godot shader. They take the following syntax:
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.. code-block:: glsl
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ret_type func_name(args) {
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return ret_type; // if returning a value
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}
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// a better example:
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int sum2(int a, int b) {
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return a + b;
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}
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Functions can be used from any other function that is below it.
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Function argument can have special qualifiers:
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* **in**: Means the argument is only for reading (default).
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* **out**: Means the argument is only for writing.
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* **inout**: Means the argument is fully passed via reference.
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Example below:
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.. code-block:: glsl
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void sum2(int a, int b, inout int result) {
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result = a + b;
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}
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Processor Functions
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-------------------
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Depending on shader type, processor functions may be available to optionally override.
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For "spatial" and "canvas_item", it is possible to override "vertex", "fragment" and "light".
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For "particles", only "vertex" can be overridden.
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Vertex Processor
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~~~~~~~~~~~~~~~~~
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The "vertex" processing function is called for every vertex, 2D or 3D. For particles, it's called for every
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particle.
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Depending on shader type, a different set of built-in inputs and outputs are provided. In general,
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vertex functions are not that commonly used.
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.. code-block:: glsl
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shader_type spatial;
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void vertex() {
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VERTEX.x += sin(TIME); // offset vertex x by sine function on time elapsed
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}
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Fragment Processor
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~~~~~~~~~~~~~~~~~~
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The "fragment" processor is used to set up the Godot material parameters per pixel. This code
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runs on every visible pixel the object or primitive is drawn to.
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.. code-block:: glsl
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shader_type spatial;
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void fragment() {
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ALBEDO = vec3(1.0, 0.0, 0.0); // use red for material albedo
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}
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Light Processor
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~~~~~~~~~~~~~~~
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The "light" processor runs per pixel too, but also runs for every light that affects the object (
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and does not run if no lights affect the object).
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.. code-block:: glsl
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shader_type spatial;
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void light() {
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DIFFUSE_LIGHT = vec3(0.0, 1.0, 0.0);
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}
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Varyings
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~~~~~~~~
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To send data from vertex to fragment shader, *varyings* are used. They are set for every primitive vertex
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in the *vertex processor*, and the value is interpolated (and perspective corrected) when reaching every
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pixel in the fragment processor.
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.. code-block:: glsl
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shader_type spatial;
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varying vec3 some_color;
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void vertex() {
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some_color = NORMAL; // make the normal the color
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}
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void fragment() {
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ALBEDO = some_color;
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}
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Interpolation qualifiers
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~~~~~~~~~~~~~~~~~~~~~~~~
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Certain values are interpolated during the shading pipeline. You can modify how these interpolations
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are done by using *interpolation qualifiers*.
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.. code-block:: glsl
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shader_type spatial;
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varying flat vec3 our_color;
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void vertex() {
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our_color = COLOR.rgb;
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}
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void fragment() {
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ALBEDO = our_color;
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}
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There are three possible interpolation qualifiers:
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+-------------------+---------------------------------------------------------------------------------+
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| Qualifier | Description |
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+===================+=================================================================================+
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| **flat** | The value is not interpolated |
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+-------------------+---------------------------------------------------------------------------------+
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| **noperspective** | The value is linearly interpolated in window-space |
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+-------------------+---------------------------------------------------------------------------------+
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| **smooth** | The value is interpolated in a perspective-correct fashion. This is the default |
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+-------------------+---------------------------------------------------------------------------------+
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Uniforms
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~~~~~~~~
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Passing values to shaders is possible. These are global to the whole shader and called *uniforms*.
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When a shader is later assigned to a material, the uniforms will appear as editable parameters on it.
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Uniforms can't be written from within the shader.
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.. code-block:: glsl
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shader_type spatial;
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uniform float some_value;
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Any type except for *void* can be a uniform. Additionally, Godot provides optional shader hints
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to make the compiler understand what the uniform is used for.
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.. code-block:: glsl
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shader_type spatial;
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uniform vec4 color : hint_color;
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uniform float amount : hint_range(0, 1);
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uniform vec4 other_color : hint_color = vec4(1.0);
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Full list of hints below:
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+----------------+-------------------------------+-------------------------------------+
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| Type | Hint | Description |
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+================+===============================+=====================================+
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| **vec4** | hint_color | Used as color |
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+----------------+-------------------------------+-------------------------------------+
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| **int, float** | hint_range(min,max [,step] ) | Used as range (with min/max/step) |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_albedo | Used as albedo color, default white |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_black_albedo | Used as albedo color, default black |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_normal | Used as normalmap |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_white | As value, default to white. |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_black | As value, default to black |
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+----------------+-------------------------------+-------------------------------------+
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| **sampler2D** | hint_aniso | As flowmap, default to right. |
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+----------------+-------------------------------+-------------------------------------+
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As Godot 3D engine renders in linear color space, it's important to understand that textures
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that are supplied as color (ie, albedo) need to be specified as such for proper SRGB->linear
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conversion.
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Uniforms can also be assigned default values:
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.. code-block:: glsl
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shader_type spatial;
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uniform vec4 some_vector = vec4(0.0);
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uniform vec4 some_color : hint_color = vec4(1.0);
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Built-in Functions
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------------------
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A large number of built-in functions are supported, conforming mostly to GLSL ES 3.0.
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When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| Function | Description |
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+===============================================================================================+================================================+
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| vec_type **radians** ( vec_type ) | Convert degrees to radians |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **degrees** ( vec_type ) | Convert radians to degrees |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **sin** ( vec_type ) | Sine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **cos** ( vec_type ) | Cosine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **tan** ( vec_type ) | Tangent |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **asin** ( vec_type ) | Arc-Sine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **acos** ( vec_type ) | Arc-Cosine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **atan** ( vec_type ) | Arc-Tangent |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **atan** ( vec_type x, vec_type y ) | Arc-Tangent to convert vector to angle |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **sinh** ( vec_type ) | Hyperbolic-Sine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **cosh** ( vec_type ) | Hyperbolic-Cosine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **tanh** ( vec_type ) | Hyperbolic-Tangent |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **asinh** ( vec_type ) | Inverse-Hyperbolic-Sine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **acosh** ( vec_type ) | Inverse-Hyperbolic-Cosine |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **atanh** ( vec_type ) | Inverse-Hyperbolic-Tangent |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **pow** ( vec_type, vec_type ) | Power |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **exp** ( vec_type ) | Base-e Exponential |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **exp2** ( vec_type ) | Base-2 Exponential |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **log** ( vec_type ) | Natural Logarithm |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **log2** ( vec_type ) | Base-2 Logarithm |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **sqrt** ( vec_type ) | Square Root |
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+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **inversesqrt** ( vec_type ) | Inverse Square Root |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **abs** ( vec_type ) | Absolute |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_int_type **abs** ( vec_int_type ) | Absolute |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_type **sign** ( vec_type ) | Sign |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
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| vec_int_type **sign** ( vec_int_type ) | Sign |
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||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **floor** ( vec_type ) | Floor |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **round** ( vec_type ) | Round |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **roundEven** ( vec_type ) | Round nearest even |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **trunc** ( vec_type ) | Truncation |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **ceil** ( vec_type ) | Ceiling |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **fract** ( vec_type ) | Fractional |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mod** ( vec_type, vec_type ) | Remainder |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mod** ( vec_type, float ) | Remainder |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **modf** ( vec_type x, out vec_type i ) | Fractional of x, with i has integer part |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_scalar_type **min** ( vec_scalar_type a, vec_scalar_type b ) | Minimum |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_scalar_type **max** ( vec_scalar_type a, vec_scalar_type b ) | Maximum |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_scalar_type **clamp** ( vec_scalar_type value, vec_scalar_type min, vec_scalar_type max ) | Clamp to Min-Max |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mix** ( vec_type a, vec_type b, float c ) | Linear Interpolate (Scalar Coef.) |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mix** ( vec_type a, vec_type b, vec_type c ) | Linear Interpolate (Vector Coef.) |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mix** ( vec_type a, vec_type b, bool c ) | Linear Interpolate (Bool Selection) |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **mix** ( vec_type a, vec_type b, vec_bool_type c ) | Linear Interpolate (Bool-Vector Selection) |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **step** ( vec_type a, vec_type b ) | \` b[i] < a[i] ? 0.0 : 1.0 \` |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **step** ( float a, vec_type b ) | \` b[i] < a ? 0.0 : 1.0 \` |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **smoothstep** ( vec_type a, vec_type b, vec_type c ) | Hermite Interpolate |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **smoothstep** ( float a, float b, vec_type c ) | Hermite Interpolate |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **isnan** ( vec_type ) | Scalar, or vector component being nan |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **isinf** ( vec_type ) | Scalar, or vector component being inf |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_int_type **floatBitsToInt** ( vec_type ) | Float->Int bit copying, no conversion |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_uint_type **floatBitsToUint** ( vec_type ) | Float->UInt bit copying, no conversion |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **intBitsToFloat** ( vec_int_type ) | Int->Float bit copying, no conversion |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **uintBitsToFloat** ( vec_uint_type ) | UInt->Float bit copying, no conversion |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| float **length** ( vec_type ) | Vector Length |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| float **distance** ( vec_type, vec_type ) | Distance between vector |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| float **dot** ( vec_type, vec_type ) | Dot Product |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec3 **cross** ( vec3, vec3 ) | Cross Product |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **normalize** ( vec_type ) | Normalize to unit length |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec3 **reflect** ( vec3 I, vec3 N ) | Reflect |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec3 **refract** ( vec3 I, vec3 N, float eta ) | Refract |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **faceforward** ( vec_type N, vec_type I, vec_type Nref ) | If dot(Nref, I) < 0 return N, otherwise –N |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| mat_type **matrixCompMult** ( mat_type, mat_type ) | Matrix Component Multiplication |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| mat_type **outerProduct** ( vec_type, vec_type ) | Matrix Outer Product |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| mat_type **transpose** ( mat_type ) | Transpose Matrix |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| float **determinant** ( mat_type ) | Matrix Determinant |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| mat_type **inverse** ( mat_type ) | Inverse Matrix |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **lessThan** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on < int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **greaterThan** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on > int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **lessThanEqual** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on <= int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **greaterThanEqual** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on >= int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **equal** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on == int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_bool_type **notEqual** ( vec_scalar_type, vec_scalar_type ) | Bool vector cmp on != int/uint/float vectors |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| bool **any** ( vec_bool_type ) | Any component is true |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| bool **all** ( vec_bool_type ) | All components are true |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| bool **not** ( vec_bool_type ) | No components are true |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| ivec2 **textureSize** ( sampler2D_type s, int lod ) | Get the size of a texture |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| ivec2 **textureSize** ( samplerCube s, int lod ) | Get the size of a cubemap |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **texture** ( sampler2D_type s, vec2 uv [, float bias] ) | Perform a 2D texture read |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **texture** ( samplerCube s, vec3 uv [, float bias] ) | Perform a Cube texture read |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureProj** ( sampler2D_type s, vec3 uv [, float bias] ) | Perform a texture read with projection |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureProj** ( sampler2D_type s, vec4 uv [, float bias] ) | Perform a texture read with projection |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureLod** ( sampler2D_type s, vec2 uv, float lod ) | Perform a 2D texture read at custom mipmap |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureLod** ( samplerCube s, vec3 uv, float lod ) | Perform a Cube texture read at custom mipmap |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureProjLod** ( sampler2D_type s, vec3 uv, float lod ) | Perform a texture read with projection/lod |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **textureProjLod** ( sampler2D_type s, vec4 uv, float lod ) | Perform a texture read with projection/lod |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec4_type **texelFetch** ( sampler2D_type s, ivec2 uv, int lod ) | Fetch a single texel using integer coords |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **dFdx** ( vec_type ) | Derivative in x using local differencing |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **dFdy** ( vec_type ) | Derivative in y using local differencing |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
| vec_type **fwidth** ( vec_type ) | Sum of absolute derivative in x and y |
|
||
+-----------------------------------------------------------------------------------------------+------------------------------------------------+
|
||
|
||
|
||
|
||
Shader Types In-Depth
|
||
---------------------
|
||
|
||
Spatial
|
||
~~~~~~~
|
||
|
||
Accepted render modes and built-ins for **shader_type spatial;**.
|
||
|
||
Render Modes
|
||
^^^^^^^^^^^^
|
||
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| Render Mode | Description |
|
||
+=================================+======================================================================+
|
||
| **blend_mix** | Mix blend mode (alpha is transparency), default. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **blend_add** | Additive blend mode. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **blend_sub** | Substractive blend mode. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **blend_mul** | Multiplicative blend mode. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **depth_draw_opaque** | Only draw depth for opaque geometry (not transparent). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **depth_draw_always** | Always draw depth (opaque and transparent). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **depth_draw_never** | Never draw depth. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **depth_draw_alpha_prepass** | Do opaque depth pre-pass for transparent geometry. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **depth_test_disable** | Disable depth testing. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **cull_front** | Cull front-faces. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **cull_back** | Cull back-faces (default). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **cull_disabled** | Culling disabled (double sided). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **diffuse_lambert** | Lambert shading for diffuse (default). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **diffuse_lambert_wrap** | Lambert wrapping (roughness dependent) for diffuse. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **diffuse_oren_nayar** | Oren Nayar for diffuse. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **diffuse_burley** | Burley (Disney PBS) for diffuse. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **diffuse_toon** | Toon shading for diffuse. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **specular_schlick_ggx** | Schlick-GGX for specular (default). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **specular_blinn** | Blinn for specular (compatibility). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **specular_phong** | Phong for specular (compatibility). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **specular_toon** | Toon for specular. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **specular_disabled** | Disable specular. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in VS. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **world_vertex_coords** | VERTEX/NORMAL/etc are modified in world coordinates instead of local.|
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **vertex_lighting** | Use vertex-based lighting. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
|
||
Vertex Built-Ins
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+====================================+=======================================================+
|
||
| out mat4 **WORLD_MATRIX** | Model space to world space transform. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in mat4 **CAMERA_MATRIX** | View space to world space transform. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out mat4 **MODELVIEW_MATRIX** | Model space to view space transform (use if possible).|
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in float **TIME** | Elapsed total time in seconds. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec3 **VERTEX** | Vertex in local coords (see doc below). |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec3 **NORMAL** | Normal in local coords. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec3 **TANGENT** | Tangent in local coords. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec3 **BINORMAL** | Binormal in local coords. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec2 **UV** | UV main channel. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec2 **UV2** | UV secondary channel. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out vec4 **COLOR** | Color from vertices. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out float **POINT_SIZE** | Point size for point rendering. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in int **INSTANCE_ID** | Instance ID for instancing. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| in vec4 **INSTANCE_CUSTOM** | Instance custom data (for particles, mostly). |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
| out float **ROUGHNESS** | Roughness for vertex lighting. |
|
||
+------------------------------------+-------------------------------------------------------+
|
||
|
||
Values marked as "in" are read-only. Values marked as "out" are for optional writing. Samplers are not subjects of writing and they are not marked.
|
||
|
||
Vertex data (VERTEX, NORMAL, TANGENT, BITANGENT) is presented in local model space. If not
|
||
written to, these values will not be modified and be passed through as they came.
|
||
|
||
They can be optionally set to be presented in world space (after being transformed by world)
|
||
by adding the *world_vertex_coords* render mode.
|
||
|
||
It is also possible to completely disable the built-in modelview transform (projection will still
|
||
happen later, though) with the following code, so it can be done manually:
|
||
|
||
.. code-block:: glsl
|
||
|
||
shader_type spatial;
|
||
render_mode skip_vertex_transform;
|
||
|
||
void vertex() {
|
||
|
||
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||
NORMAL = (MODELVIEW_MATRIX * vec4(VERTEX, 0.0)).xyz;
|
||
// same as above for binormal and tangent, if normal mapping is used
|
||
}
|
||
|
||
Other built-ins such as UV, UV2 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 to 1).
|
||
* **z**: Animation frame.
|
||
|
||
This allows to easily adjust the shader to a particle system using default particles material. When writing a custom particles
|
||
shader, this value can be used as desired.
|
||
|
||
Fragment Built-Ins
|
||
^^^^^^^^^^^^^^^^^^
|
||
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+==================================+==================================================================================================+
|
||
| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in mat4 **INV_PROJECTION_MATRIX**| Clip space to view space transform. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in float **TIME** | Elapsed total time in seconds. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec3 **VERTEX** | Vertex that comes from vertex function, in view space. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in bool **FRONT_FACING** | true whether current face is front face. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **NORMAL** | Normal that comes from vertex function, in view space. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **TANGENT** | Tangent that comes from vertex function. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **BINORMAL** | Binormal that comes from vertex function. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **NORMALMAP** | Output this if reading normal from a texture instead of NORMAL. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **NORMALMAP_DEPTH** | Depth from variable above. Defaults to 1.0. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec2 **UV** | UV that comes from vertex function. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec2 **UV2** | UV2 that comes from vertex function. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec4 **COLOR** | COLOR that comes from vertex function. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **ALBEDO** | Albedo (default white). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **ALPHA** | Alpha (0..1), if written to the material will go to transparent pipeline. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **METALLIC** | Metallic (0..1). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **SPECULAR** | Specular. Defaults to 0.5, best to not modify unless you want to change IOR. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **ROUGHNESS** | Roughness (0..1). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **RIM** | Rim (0..1). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **RIM_TINT** | Rim Tint, goes from 0 (white) to 1 (albedo). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **CLEARCOAT** | Small added specular blob. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **CLEARCOAT_GLOSS** | Gloss of Clearcoat. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **ANISOTROPY** | For distorting the specular blob according to tangent space. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec2 **ANISOTROPY_FLOW** | Distortion direction, use with flowmaps. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **SSS_STRENGTH** | Strength of Subsurface Scattering (default 0). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **TRANSMISSION** | Transmission mask (default 0,0,0). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **AO** | Ambient Occlusion (pre-baked). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **AO_LIGHT_AFFECT** | How much AO affects lights (0..1. default 0, none). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec3 **EMISSION** | Emission color (can go over 1,1,1 for HDR). |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| sampler2D **SCREEN_TEXTURE** | Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| sampler2D **DEPTH_TEXTURE** | Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| in vec2 **POINT_COORD** | Point Coord for drawing points with POINT_SIZE. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
| out float **ALPHA_SCISSOR** | If written to, values below a certain amount of alpha are discarded. |
|
||
+----------------------------------+--------------------------------------------------------------------------------------------------+
|
||
|
||
Light Built-Ins
|
||
^^^^^^^^^^^^^^^
|
||
|
||
+-----------------------------------+------------------------------------------+
|
||
| Built-in | Description |
|
||
+===================================+==========================================+
|
||
| in mat4 **WORLD_MATRIX** | Model space to world space transform. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in mat4 **INV_CAMERA_MATRIX** | World space to view space transform. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in mat4 **INV_PROJECTION_MATRIX** | Clip space to view space transform. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in float **TIME** | Elapsed total time in seconds. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec2 **VIEWPORT_SIZE** | Size of viewport (in pixels). |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **NORMAL** | Normal vector. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **VIEW** | View vector. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **LIGHT** | Light Vector. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **LIGHT_COLOR** | Color of light multiplied by energy. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **ATTENUATION** | Attenuation based on distance or shadow. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **ALBEDO** | Base albedo. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in vec3 **TRANSMISSION** | Transmission mask. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| in float **ROUGHNESS** | Roughness. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| out vec3 **DIFFUSE_LIGHT** | Diffuse light result. |
|
||
+-----------------------------------+------------------------------------------+
|
||
| out vec3 **SPECULAR_LIGHT** | Specular light result. |
|
||
+-----------------------------------+------------------------------------------+
|
||
|
||
Writing light shaders is completely optional. Unlike other game engines, they don't affect
|
||
performance or force a specific pipeline.
|
||
|
||
To write a light shader, simply make sure to assign something to DIFFUSE_LIGHT or SPECULAR_LIGHT.
|
||
Assigning nothing means no light is processed.
|
||
|
||
Canvas Item
|
||
~~~~~~~~~~~~
|
||
|
||
Accepted render modes and built-ins for **shader_type canvas_item;**.
|
||
|
||
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** | Premultiplied alpha blend mode. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **light_only** | Only draw for light pass (when multipass is used). |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in VS. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
|
||
Vertex Built-Ins
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+================================+================================================================+
|
||
| in mat4 **WORLD_MATRIX** | Image to World transform. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| in mat4 **EXTRA_MATRIX** | Extra transform. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| in mat4 **PROJECTION_MATRIX** | World to view transform. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| in float **TIME** | Global time, in seconds. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| in bool **AT_LIGHT_PASS** | True if this is a light pass (for multi-pass light rendering). |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| out vec2 **VERTEX** | Vertex in image space. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| out vec2 **UV** | UV. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| out vec4 **COLOR** | Color from vertex primitive. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
| out float **POINT_SIZE** | Point size for point drawing. |
|
||
+--------------------------------+----------------------------------------------------------------+
|
||
|
||
Vertex data (VERTEX) is presented in local space.
|
||
If not written to, these values will not be modified and be passed through as they came.
|
||
|
||
It is possible to completely disable the built-in modelview transform (projection will still
|
||
happen later, though) with the following code, so it can be done manually:
|
||
|
||
.. code-block:: glsl
|
||
|
||
shader_type canvas_item;
|
||
render_mode skip_vertex_transform;
|
||
|
||
void vertex() {
|
||
|
||
VERTEX = (EXTRA_MATRIX * (WORLD_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 to 1).
|
||
* **z**: Animation frame.
|
||
|
||
This allows to easily adjust the shader to a particle system using default particles material. When writing a custom particles
|
||
shader, this value can be used as desired.
|
||
|
||
Fragment Built-Ins
|
||
^^^^^^^^^^^^^^^^^^
|
||
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+==================================+================================================================+
|
||
| in vec4 **FRAGCOORD** | Fragment coordinate, pixel adjusted. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| out vec3 **NORMAL** | Normal, writable. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| out vec3 **NORMALMAP** | Normal from texture, default is read from NORMAL_TEXTURE. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| out float **NORMALMAP_DEPTH** | Normalmap depth for scaling. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in vec2 **UV** | UV from vertex function. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| out vec4 **COLOR** | Color from vertex function. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| sampler2D **TEXTURE** | Default 2D texture. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| sampler2D **NORMAL_TEXTURE** | Default 2D normal texture. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in vec2 **TEXTURE_PIXEL_SIZE** | Default 2D texture pixel size. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in vec2 **SCREEN_UV** | Screen UV for use with SCREEN_TEXTURE. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in vec2 **POINT_COORD** | Coordinate for drawing points. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in float **TIME** | Global time in seconds. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| in bool **AT_LIGHT_PASS** | True if this is a light pass (for multi-pass light rendering). |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
| sampler2D **SCREEN_TEXTURE** | Screen texture, mipmaps contain gaussian blurred versions. |
|
||
+----------------------------------+----------------------------------------------------------------+
|
||
|
||
Light Built-Ins
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+=====================================+===============================================================================+
|
||
| in vec2 **POSITION** | Fragment coordinate, pixel adjusted. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec3 **NORMAL** | Input Normal. Although this value is passed in, |
|
||
| | **normal calculation still happens outside of this function**. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec2 **UV** | UV from vertex function, equivalent to the UV in the fragment function. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec4 **COLOR** | Input Color. |
|
||
| | This is the output of the fragment function with final modulation applied. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| sampler2D **TEXTURE** | Current texture in use for CanvasItem. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec2 **TEXTURE_PIXEL_SIZE** | Pixel size for current 2D texture. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec2 **SCREEN_UV** | Screen Texture Coordinate (for using with texscreen). |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in vec2 **POINT_COORD** | Current UV for Point Sprite. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| in float **TIME** | Global time in seconds. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out vec2 **LIGHT_VEC** | Vector from light to fragment, can be modified to alter shadow computation. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out float **LIGHT_HEIGHT** | Height of Light. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out vec4 **LIGHT_COLOR** | Color of Light. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out vec2 **LIGHT_UV** | UV for Light texture. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out vec4 **SHADOW_COLOR** | Shadow Color of Light. **(not yet implemented)** |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
| out vec4 **LIGHT** | Value from the Light texture. **(shader is ignored if this is not used).** |
|
||
| | Can be modified. |
|
||
+-------------------------------------+-------------------------------------------------------------------------------+
|
||
|
||
Particles
|
||
~~~~~~~~~
|
||
|
||
Accepted render modes and built-ins for **shader_type particles;**.
|
||
|
||
Render Modes
|
||
^^^^^^^^^^^^
|
||
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| Render Mode | Description |
|
||
+=================================+======================================================================+
|
||
| **keep_data** | Do not clear previous data on restart. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **disable_force** | Disable force. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
| **disable_velocity** | Disable velocity. |
|
||
+---------------------------------+----------------------------------------------------------------------+
|
||
|
||
Vertex Built-Ins
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| Built-In | Description |
|
||
+=================================+===========================================================+
|
||
| out vec4 **COLOR** | Particle color, can be written to. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| out vec3 **VELOCITY** | Particle velocity, can be modified. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| out float **MASS** | Particle mass, use for attractors (default 1). |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| out bool **ACTIVE** | Particle is active, can be set to false. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in bool **RESTART** | Set to true when particle must restart (lifetime cycled). |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| out vec4 **CUSTOM** | Custom particle data. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| out mat4 **TRANSFORM** | Particle transform. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in float **TIME** | Global time in seconds. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in float **LIFETIME** | Particle lifetime. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in float **DELTA** | Delta process time. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in uint **NUMBER** | Unique number since emission start. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in int **INDEX** | Particle index (from total particles). |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in mat4 **EMISSION_TRANSFORM** | Emitter transform (used for non-local systems). |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
| in uint **RANDOM_SEED** | Random seed used as base for random. |
|
||
+---------------------------------+-----------------------------------------------------------+
|
||
|
||
Particle shades only support vertex processing. They are drawn with any regular material for CanvasItem or Spatial, depending on whether they are 2D or 3D.
|