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<span class=by>Juan Linietsky</span></div><span class=date data-post-date="2018-07-14 00:59:00 +0000">14 July 2018</span></div><div class=tags><a href=/blog/progress-report><div class="tag active">Progress Report</div></a></div></div><div class="card card-warning"><p>This article is from <strong>July 2018</strong>, some of its contents might be outdated and no longer accurate.<br>You can find up-to-date information about the engine in the <a href=https://docs.godotengine.org/en/stable/>official documentation</a>.</div><div class=article-body><p>After some weeks of work, the new visual shader editor is ready for testing!<h2 id=what-is-a-visual-shader-editor>What is a visual shader editor?</h2><p>This editor allows creating shaders using nodes and connections, instead of typing code. It provides a simple and fool-proof way for those not confident in writing shader code to create complex shaders.<p><img src=/storage/app/uploads/public/5b4/a6a/ddd/5b4a6addd1e82963909951.png alt=shader_edit1.png><h2 id=why-was-it-gone-in-the-first-place>Why was it gone in the first place?</h2><p>This editor compiles to shader code. As the shader code format changed significantly between Godot 2.1 and 3.0, this editor no longer worked. The way it was programmed was also too hardcoded and it missed several key functions.<h2 id=whats-different-in-the-new-one>Whats different in the new one?</h2><p>The new editor is not too different from the original one, but its considerably more organized. The most significant changes are:<ul><li>New full PBR output nodes<li>No more Vec3 &lt;-> Scalar adapter nodes, conversion is automatic<li>Easier input nodes for more organized graph.<li>Extending it via scripting (creating custom nodes) is possible.<li>Port previews (see blow)</ul><p><img src=/storage/app/uploads/public/5b4/a6c/003/5b4a6c0038ced706516053.gif alt=preview_ports.gif><h2 id=how-do-i-create-a-visual-shader-material>How do I create a visual shader material?</h2><p>Here is a quick tutorial:<h4 id=1-create-a-shadermaterial>1. Create a ShaderMaterial</h4><p><img src=/storage/app/uploads/public/5b4/a6c/693/5b4a6c6933274758343865.png alt=shadertuto2.png><h4 id=2-create-a-shader>2. Create a Shader</h4><p><img src=/storage/app/uploads/public/5b4/a6c/b21/5b4a6cb214067677878892.png alt=shadertuto3.png><h4 id=3-edit-the-shader>3. Edit the Shader</h4><p><img src=/storage/app/uploads/public/5b4/a6c/f84/5b4a6cf84c360047819202.png alt=shadertuto4.png><h4 id=4-add-new-nodes-to-the-canvas>4. Add new nodes to the canvas!</h4><p>Try to create something from the Add Node Menu:<p><img src=/storage/app/uploads/public/5b4/a6d/53c/5b4a6d53c07af056194443.png alt=shadertuto5.png><p>.. and connect it to any of the outputs:<p><img src=/storage/app/uploads/public/5b4/a6d/85e/5b4a6d85e9697002487680.png alt=shadertuto6.png><h2 id=future>Future</h2><p>Eventually as we get feedback, the shader editor will keep improving.<p>Remember that all this is possible thanks to the infinite generosity of our patrons. If you havent already, please dont hesitate to <a href=https://www.patreon.com/godotengine>become one</a>!</div></div></article><div class=blog-navigation><div class=previous><span>Previous</span>
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