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289 lines
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ReStructuredText
289 lines
22 KiB
ReStructuredText
.. _doc_canvas_item_shader:
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CanvasItem shaders
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==================
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CanvasItem shaders are used to draw all 2D elements in Godot. These include
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all nodes that inherit from CanvasItems, and all GUI elements.
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CanvasItem shaders contain less built-in variables and functionality than Spatial
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shaders, but they maintain the same basic structure with vertex, fragment, and
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light processor functions.
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Render modes
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^^^^^^^^^^^^
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+---------------------------------+----------------------------------------------------------------------+
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| Render mode | Description |
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+=================================+======================================================================+
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| **blend_mix** | Mix blend mode (alpha is transparency), default. |
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+---------------------------------+----------------------------------------------------------------------+
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| **blend_add** | Additive blend mode. |
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+---------------------------------+----------------------------------------------------------------------+
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| **blend_sub** | Subtractive blend mode. |
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+---------------------------------+----------------------------------------------------------------------+
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| **blend_mul** | Multiplicative blend mode. |
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+---------------------------------+----------------------------------------------------------------------+
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| **blend_premul_alpha** | Pre-multiplied alpha blend mode. |
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+---------------------------------+----------------------------------------------------------------------+
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| **blend_disabled** | Disable blending, values (including alpha) are written as-is. |
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+---------------------------------+----------------------------------------------------------------------+
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| **unshaded** | Result is just albedo. No lighting/shading happens in material. |
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+---------------------------------+----------------------------------------------------------------------+
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| **light_only** | Only draw on light pass. |
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+---------------------------------+----------------------------------------------------------------------+
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| **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in vertex function.|
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+---------------------------------+----------------------------------------------------------------------+
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Built-ins
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^^^^^^^^^
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Values marked as "in" are read-only. Values marked as "out" are for optional writing and will
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not necessarily contain sensible values. Values marked as "inout" provide a sensible default
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value, and can optionally be written to. Samplers are not subjects of writing and they are
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not marked.
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Global built-ins
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^^^^^^^^^^^^^^^^
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Global built-ins are available everywhere, including custom functions.
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+-------------------+----------------------------------------------------------------------------------------+
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| Built-in | Description |
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+===================+========================================================================================+
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| in float **TIME** | Global time since the engine has started, in seconds (always positive). |
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| | It's subject to the rollover setting (which is 3,600 seconds by default). |
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| | It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` |
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| | or pausing, but you can define a global shader uniform to add a "scaled" |
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| | ``TIME`` variable if desired. |
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+-------------------+----------------------------------------------------------------------------------------+
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| in float **PI** | A ``PI`` constant (``3.141592``). |
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| | A ration of circle's circumference to its diameter and amount of radians in half turn. |
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+-------------------+----------------------------------------------------------------------------------------+
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| in float **TAU** | A ``TAU`` constant (``6.283185``). |
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| | An equivalent of ``PI * 2`` and amount of radians in full turn. |
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+-------------------+----------------------------------------------------------------------------------------+
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| in float **E** | A ``E`` constant (``2.718281``). |
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| | Euler's number and a base of the natural logarithm. |
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+-------------------+----------------------------------------------------------------------------------------+
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Vertex built-ins
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^^^^^^^^^^^^^^^^
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Vertex data (``VERTEX``) is presented in local space (pixel coordinates, relative to the Node2D's origin).
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If not written to, these values will not be modified and be passed through as they came.
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The user can disable the built-in model to world transform (world to screen and projection will still
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happen later) and do it manually with the following code:
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.. code-block:: glsl
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shader_type canvas_item;
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render_mode skip_vertex_transform;
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void vertex() {
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VERTEX = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
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}
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Other built-ins, such as UV and COLOR, are also passed through to the fragment function if not modified.
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For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
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is usually:
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* **x**: Rotation angle in radians.
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* **y**: Phase during lifetime (0 to 1).
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* **z**: Animation frame.
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+--------------------------------+----------------------------------------------------+
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| Built-in | Description |
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+================================+====================================================+
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| in mat4 **MODEL_MATRIX** | Local space to world space transform. World space |
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| | is the coordinates you normally use in the editor. |
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+--------------------------------+----------------------------------------------------+
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| in mat4 **CANVAS_MATRIX** | World space to canvas space transform. In canvas |
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| | space the origin is the upper-left corner of the |
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| | screen and coordinates ranging from (0, 0) to |
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| | viewport size. |
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+--------------------------------+----------------------------------------------------+
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| in mat4 **SCREEN_MATRIX** | Canvas space to clip space. In clip space |
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| | coordinates ranging from (-1, -1) to (1, 1). |
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+--------------------------------+----------------------------------------------------+
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| in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
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+--------------------------------+----------------------------------------------------+
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| in bool **AT_LIGHT_PASS** | Always ``false``. |
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+--------------------------------+----------------------------------------------------+
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| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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| | For a Sprite2D with a texture of size 64x32px, |
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| | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
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+--------------------------------+----------------------------------------------------+
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| inout vec2 **VERTEX** | Vertex, in image space. |
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+--------------------------------+----------------------------------------------------+
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| inout vec2 **UV** | Normalized texture coordinates. Range from 0 to 1. |
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+--------------------------------+----------------------------------------------------+
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| inout vec4 **COLOR** | Color from vertex primitive. |
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+--------------------------------+----------------------------------------------------+
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| inout float **POINT_SIZE** | Point size for point drawing. |
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+--------------------------------+----------------------------------------------------+
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Fragment built-ins
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^^^^^^^^^^^^^^^^^^
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Certain Nodes (for example, :ref:`Sprite2Ds <class_Sprite2D>`) display a texture by default. However,
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when a custom fragment function is attached to these nodes, the texture lookup needs to be done
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manually. Godot does not provide the texture color in the ``COLOR`` built-in variable; to read
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the texture color for such nodes, use:
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.. code-block:: glsl
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COLOR = texture(TEXTURE, UV);
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This differs from the behavior of the built-in normal map. If a normal map is attached, Godot uses
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it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
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map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
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it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.
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.. code-block:: glsl
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NORMALMAP = texture(NORMAL_TEXTURE, UV).rgb;
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+---------------------------------------------+---------------------------------------------------------------+
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| Built-in | Description |
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+=============================================+===============================================================+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
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| | position in window, ``z`` specifies fragment depth if |
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| | ``DEPTH`` is not used. Origin is lower-left. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **POINT_COORD** | Coordinate for drawing points. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **TEXTURE** | Default 2D texture. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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| | For a Sprite2D with a texture of size 64x32px, |
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| | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
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+---------------------------------------------+---------------------------------------------------------------+
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| in bool **AT_LIGHT_PASS** | Always ``false``. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **SPECULAR_SHININESS_TEXTURE** | Specular shininess texture of this object. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec4 **SPECULAR_SHININESS** | Specular shininess color, as sampled from the texture. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **UV** | UV from vertex function. |
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+---------------------------------------------+---------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **SCREEN_TEXTURE** | Removed in Godot 4. Use a ``sampler2D`` with |
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| | ``hint_screen_texture`` instead. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec3 **NORMAL** | Normal read from **NORMAL_TEXTURE**. Writable. |
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+---------------------------------------------+---------------------------------------------------------------+
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| sampler2D **NORMAL_TEXTURE** | Default 2D normal texture. |
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+---------------------------------------------+---------------------------------------------------------------+
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| out vec3 **NORMAL_MAP** | Configures normal maps meant for 3D for use in 2D. If used, |
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| | overrides **NORMAL**. |
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+---------------------------------------------+---------------------------------------------------------------+
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| out float **NORMAL_MAP_DEPTH** | Normalmap depth for scaling. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec2 **VERTEX** | Pixel position in screen space. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec2 **SHADOW_VERTEX** | Same as ``VERTEX`` but can be written to alter shadows. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec3 **LIGHT_VERTEX** | Same as ``VERTEX`` but can be written to alter lighting. |
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| | Z component represents height. |
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+---------------------------------------------+---------------------------------------------------------------+
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| inout vec4 **COLOR** | Color from vertex function and output fragment color. If |
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| | unused, will be set to **TEXTURE** color. |
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+---------------------------------------------+---------------------------------------------------------------+
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Light built-ins
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^^^^^^^^^^^^^^^
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Light processor functions work differently in Godot 4.x than they did in Godot
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3.x. In Godot 4.x all lighting is done during the regular draw pass. In other
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words, Godot no longer draws the object again for each light.
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Use render_mode ``unshaded`` if you do not want the light processor function to
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run. Use render_mode ``light_only`` if you only want to see the impact of
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lighting on an object; this can be useful when you only want the object visible
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where it is covered by light.
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Below is an example of a light shader that takes a CanvasItem's normal map into account:
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.. code-block:: glsl
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void light() {
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float cNdotL = max(0.0, dot(NORMAL, LIGHT_DIRECTION));
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LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a);
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}
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+----------------------------------+------------------------------------------------------------------------------+
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| Built-in | Description |
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+==================================+==============================================================================+
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| in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
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| | position in window, ``z`` specifies fragment depth if |
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| | ``DEPTH`` is not used. Origin is lower-left. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec3 **NORMAL** | Input Normal. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec4 **COLOR** | Input Color. |
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| | This is the output of the fragment function with final modulation applied. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec2 **UV** | UV from vertex function, equivalent to the UV in the fragment function. |
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+----------------------------------+------------------------------------------------------------------------------+
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| sampler2D **TEXTURE** | Current texture in use for CanvasItem. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
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| | For a Sprite2D with a texture of size 64x32px, |
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| | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec2 **SCREEN_UV** | Screen UV coordinate for current pixel. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec2 **POINT_COORD** | UV for Point Sprite. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec4 **LIGHT_COLOR** | Color of Light. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in float **LIGHT_ENERGY** | Energy multiplier of Light. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec3 **LIGHT_POSITION** | Position of Light in screen space. If using a ``DirectionalLight2D`` |
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| | this is always ``vec3(0,0,0)``. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec3 **LIGHT_DIRECTION** | Direction of Light in screen space. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in bool **LIGHT_IS_DIRECTIONAL** | ``true`` if this pass is a ``DirectionalLight2D``. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec3 **LIGHT_VERTEX** | Pixel position, in screen space as modified in the fragment function. |
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+----------------------------------+------------------------------------------------------------------------------+
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| inout vec4 **LIGHT** | Value from the Light texture and output color. Can be modified. If not used, |
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| | the light function is ignored. |
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+----------------------------------+------------------------------------------------------------------------------+
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| in vec4 **SPECULAR_SHININESS** | Specular shininess, as set in the object's texture. |
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+----------------------------------+------------------------------------------------------------------------------+
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| out vec4 **SHADOW_MODULATE** | Multiply shadows cast at this point by this color. |
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+----------------------------------+------------------------------------------------------------------------------+
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SDF functions
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^^^^^^^^^^^^^
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There are a few additional functions implemented to sample an automatically
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generated Signed Distance Field texture. These functions available for Fragment
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and Light functions of CanvasItem shaders.
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The signed distance field is generated from :ref:`class_LightOccluder2D` nodes
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present in the scene with the **SDF Collision** property enabled (which is the
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default). See the :ref:`2D lights and shadows <doc_2d_lights_and_shadows_setting_up_shadows>`
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documentation for more information.
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+-----------------------------------------------+----------------------------------------+
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| Function | Description |
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+===============================================+========================================+
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| float **texture_sdf** (vec2 sdf_pos) | Performs an SDF texture lookup. |
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+-----------------------------------------------+----------------------------------------+
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| vec2 **texture_sdf_normal** (vec2 sdf_pos) | Performs an SDF normal texture lookup. |
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+-----------------------------------------------+----------------------------------------+
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| vec2 **sdf_to_screen_uv** (vec2 sdf_pos) | Converts a SDF to screen UV. |
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+-----------------------------------------------+----------------------------------------+
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| vec2 **screen_uv_to_sdf** (vec2 uv) | Converts screen UV to a SDF. |
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+-----------------------------------------------+----------------------------------------+
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