162 lines
6.2 KiB
Text
162 lines
6.2 KiB
Text
|
.. _doc_visual_shaders:
|
|||
|
|
|||
|
Using VisualShaders
|
|||
|
===================
|
|||
|
|
|||
|
Just as VisualScript is an alternative for users that prefer a graphical
|
|||
|
approach to coding, VisualShaders are the visual alternative for creating
|
|||
|
shaders.
|
|||
|
|
|||
|
As shaders are inherently linked to visuals, the graph-based approach with
|
|||
|
previews of textures, materials, etc. offers a lot of additional convenience
|
|||
|
compared to purely script-based shaders. On the other hand, VisualShaders do not
|
|||
|
expose all features of the shader script and using both in parallel might be
|
|||
|
necessary for specific effects.
|
|||
|
|
|||
|
.. note::
|
|||
|
|
|||
|
If you are not familiar with shaders, start by reading
|
|||
|
:ref:`doc_introduction_to_shaders`.
|
|||
|
|
|||
|
Creating a VisualShader
|
|||
|
-----------------------
|
|||
|
|
|||
|
VisualShaders can be created in any :ref:`class_ShaderMaterial`. To begin using
|
|||
|
VisualShaders, create a new ``ShaderMaterial`` in an object of your choice.
|
|||
|
|
|||
|
.. image:: img/shader_material_create_mesh.png
|
|||
|
|
|||
|
Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property.
|
|||
|
|
|||
|
.. image:: img/visual_shader_create.png
|
|||
|
|
|||
|
Click on the new ``VisualShader`` resource and the Visual Shader Editor will
|
|||
|
open automatically. The layout of the Visual Shader Editor comprises two parts:
|
|||
|
the upper toolbar and the graph itself.
|
|||
|
|
|||
|
.. image:: img/visual_shader_editor2.png
|
|||
|
|
|||
|
From left to right in the toolbar:
|
|||
|
|
|||
|
- The ``Add Node`` button displays a popup menu to let you add nodes to the
|
|||
|
shader graph.
|
|||
|
- The drop-down menu is the shader type: Vertex, Fragment and Light. Like for
|
|||
|
script shaders, it defines what built-in nodes will be available.
|
|||
|
- The following buttons and number input control the zooming level, grid
|
|||
|
snapping and distance between grid lines (in pixels).
|
|||
|
- The last icon shows the generated shader code corresponding to your graph.
|
|||
|
|
|||
|
.. note::
|
|||
|
|
|||
|
Although VisualShaders do not require coding, they share the same logic with
|
|||
|
script shaders. It is advised to learn the basics of both to have a good
|
|||
|
understanding of the shading pipeline.
|
|||
|
|
|||
|
The visual shader graph is converted to a script shader behind the scene,
|
|||
|
and you can see this code by pressing the last button in the toolbar. This
|
|||
|
can be convenient to understand what a given node does and how to reproduce
|
|||
|
it in scripts.
|
|||
|
|
|||
|
Using the Visual Shader Editor
|
|||
|
------------------------------
|
|||
|
|
|||
|
By default, every new ``VisualShader`` will have an output node. Every node
|
|||
|
connection ends at one of the output node's sockets. A node is the basic unit to
|
|||
|
create your shader. To add a new node, click on the ``Add Node`` button on the
|
|||
|
upper left corner or right click on any empty location in the graph, and a menu
|
|||
|
will pop up.
|
|||
|
|
|||
|
.. image:: img/vs_popup.png
|
|||
|
|
|||
|
This popup has the following properties:
|
|||
|
|
|||
|
- If you right-click on the graph, this menu will be called at the cursor
|
|||
|
position and the created node, in that case, will also be placed under that
|
|||
|
position; otherwise, it will be created at the graph's center.
|
|||
|
- It can be resized horizontally and vertically allowing more content to be
|
|||
|
shown. Size transform and tree content position are saved between the calls,
|
|||
|
so if you suddenly closed the popup you can easily restore its previous state.
|
|||
|
- The ``Expand All`` and ``Collapse All`` options in the drop-down option menu
|
|||
|
can be used to easily list the available nodes.
|
|||
|
- You can also drag and drop nodes from the popup onto the graph.
|
|||
|
|
|||
|
While the popup has nodes sorted in categories, it can seem overwhelming at
|
|||
|
first. Try to add some of the nodes, plug them in the output socket and observe
|
|||
|
what happens.
|
|||
|
|
|||
|
When connecting any ``scalar`` output to a ``vector`` input, all components of
|
|||
|
the vector will take the value of the scalar.
|
|||
|
|
|||
|
When connecting any ``vector`` output to a ``scalar`` input, the value of the
|
|||
|
scalar will be the average of the vector's components.
|
|||
|
|
|||
|
Visual Shader nodes
|
|||
|
-------------------
|
|||
|
|
|||
|
Below are some special nodes that are worth knowing about. The list is not
|
|||
|
exhaustive and might be expanded with more nodes and examples.
|
|||
|
|
|||
|
Expression node
|
|||
|
+++++++++++++++
|
|||
|
|
|||
|
The ``Expression`` node allows you to write Godot Shading Language (GLSL-like)
|
|||
|
expressions inside your visual shaders. The node has buttons to add any amount
|
|||
|
of required input and output ports and can be resized. You can also set up the
|
|||
|
name and type of each port. The expression you have entered will apply
|
|||
|
immediately to the material (once the focus leaves the expression text box). Any
|
|||
|
parsing or compilation errors will be printed to the Output tab. The outputs are
|
|||
|
initialized to their zero value by default. The node is located under the
|
|||
|
Special tab and can be used in all shader modes.
|
|||
|
|
|||
|
.. image:: img/vs_expression.gif
|
|||
|
|
|||
|
The possibilities of this node are almost limitless – you can write complex
|
|||
|
procedures, and use all the power of text-based shaders, such as loops, the
|
|||
|
``discard`` keyword, extended types, etc. For example:
|
|||
|
|
|||
|
.. image:: img/vs_expression2.png
|
|||
|
|
|||
|
Fresnel node
|
|||
|
++++++++++++
|
|||
|
|
|||
|
The ``Fresnel`` node is designed to accept normal and view vectors and produces
|
|||
|
a scalar which is the saturated dot product between them. Additionally, you can
|
|||
|
setup the inversion and the power of equation. The ``Fresnel`` node is great for
|
|||
|
adding a rim-like lighting effect to objects.
|
|||
|
|
|||
|
.. image:: img/vs_fresnel.png
|
|||
|
|
|||
|
Boolean node
|
|||
|
++++++++++++
|
|||
|
|
|||
|
The ``Boolean`` node can be converted to ``Scalar`` or ``Vector`` to represent
|
|||
|
``0`` or ``1`` and ``(0, 0, 0)`` or ``(1, 1, 1)`` respectively. This property
|
|||
|
can be used to enable or disable some effect parts with one click.
|
|||
|
|
|||
|
.. image:: img/vs_boolean.gif
|
|||
|
|
|||
|
If node
|
|||
|
+++++++
|
|||
|
|
|||
|
The ``If`` node allows you to setup a vector which will be returned the result
|
|||
|
of the comparison between ``a`` and ``b``. There are three vectors which can be
|
|||
|
returned: ``a == b`` (in that case the tolerance parameter is provided as a
|
|||
|
comparison threshold – by default it is equal to the minimal value, i.e.
|
|||
|
``0.00001``), ``a > b`` and ``a < b``.
|
|||
|
|
|||
|
.. image:: img/vs_if.png
|
|||
|
|
|||
|
Switch node
|
|||
|
+++++++++++
|
|||
|
|
|||
|
The ``Switch`` node returns a vector if the boolean condition is ``true`` or
|
|||
|
``false``. ``Boolean`` was introduced above. If you convert a vector to a true
|
|||
|
boolean, all components of the vector should be above zero.
|
|||
|
|
|||
|
.. image:: img/vs_switch.png
|
|||
|
|
|||
|
.. note::
|
|||
|
|
|||
|
The ``Switch`` node is only available on the GLES3 backed. If you are
|
|||
|
targeting GLES2 devices, you cannot use ``switch`` statements.
|