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godot-docs/tutorials/shaders/shader_materials.rst

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.. _doc_shader_materials:
Shader materials
================
Introduction
------------
For the most common cases, Godot provides ready to use materials for
most types of shaders, such as :ref:`StandardMaterial3D <class_StandardMaterial3D>`,
:ref:`CanvasItemMaterial <class_CanvasItemMaterial>` and :ref:`ParticleProcessMaterial <class_ParticleProcessMaterial>`.
They are flexible implementations that cover most use cases.
Shader materials allow writing a custom shader directly, for maximum flexibility.
Examples of this are:
- Create procedural textures.
- Create complex texture blending effects.
- Create animated materials, or materials that change over time.
- Create refractive effects or other advanced effects.
- Create special lighting shaders for more exotic materials.
- Animate vertices, like tree leaves or grass.
- Create custom particle code.
- And much more!
Godot provides built-in functionality to make frequent operations
easier. Additionally, Godot's shader editor will detect errors as you
type, so you can see your edited shaders in real-time. It is also
possible to edit shaders using a visual, node-based graph editor.
Creating a ShaderMaterial
-------------------------
Create a new ShaderMaterial in some object of your choice. Go to the
"Material" property and create a ShaderMaterial.
.. image:: img/shader_material_create.png
Next, click on the shader material to see its properties. From here you
can create a shader or visual shader. Regular shaders use code to set
their properties while a visual shader uses a node based workflow.
If you need to you can convert a visual shader to a text shader.
However you can't convert a text shader to a visual shader.
Choose one of them and you can start editing your shader.
.. image:: img/shader_create.png
If you create a regular shader click on it and the shader editor will open.
.. image:: img/shader_material_editor.png
If you create a visual shader the visual shader editor will open automatically.
.. image:: img/visual_shader_editor.png
In the visual shader editor you can click a button and see what your visual
shader looks like as shader code. This can be useful if you're trying to
replicate a text shader as nodes, or it can be used as a preview for converting
your visual shader to a text shader.
.. image:: img/visual_shader_code.png
.. note::
To learn more about visual shaders, read :ref:`doc_visual_shaders`.
Converting to ShaderMaterial
----------------------------
It is possible to convert from StandardMaterial3D, CanvasItemMaterial and
ParticleProcessMaterial to ShaderMaterial. To do so, go to the material properties
and select the convert option.
.. image:: img/shader_material_convert.png
.. note::
Using the convert option will turn the StandardMaterial3D into a ShaderMaterial
with a text shader, not a visual shader.