diff --git a/doc/classes/VisualShaderNodeDistanceFade.xml b/doc/classes/VisualShaderNodeDistanceFade.xml
new file mode 100644
index 00000000000..8ea0857776b
--- /dev/null
+++ b/doc/classes/VisualShaderNodeDistanceFade.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeLinearSceneDepth.xml b/doc/classes/VisualShaderNodeLinearSceneDepth.xml
new file mode 100644
index 00000000000..fa8c01ac0a9
--- /dev/null
+++ b/doc/classes/VisualShaderNodeLinearSceneDepth.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeProximityFade.xml b/doc/classes/VisualShaderNodeProximityFade.xml
new file mode 100644
index 00000000000..25051eed719
--- /dev/null
+++ b/doc/classes/VisualShaderNodeProximityFade.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeRandomRange.xml b/doc/classes/VisualShaderNodeRandomRange.xml
new file mode 100644
index 00000000000..adc83d808c4
--- /dev/null
+++ b/doc/classes/VisualShaderNodeRandomRange.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeRemap.xml b/doc/classes/VisualShaderNodeRemap.xml
new file mode 100644
index 00000000000..5a73a76e7f6
--- /dev/null
+++ b/doc/classes/VisualShaderNodeRemap.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeUVPolarCoord.xml b/doc/classes/VisualShaderNodeUVPolarCoord.xml
new file mode 100644
index 00000000000..8582939db36
--- /dev/null
+++ b/doc/classes/VisualShaderNodeUVPolarCoord.xml
@@ -0,0 +1,9 @@
+
+
+
+
+
+
+
+
+
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index e048ee26987..bccd51da9f8 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5411,6 +5411,7 @@ VisualShaderEditor::VisualShaderEditor() {
// TEXTURES
add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
+ add_options.push_back(AddOption("UVPolarCoord", "Textures", "Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
cubemap_node_option_idx = add_options.size();
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
@@ -5433,6 +5434,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
+ add_options.push_back(AddOption("LinearSceneDepth", "Textures", "Depth", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
@@ -5656,6 +5659,19 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Vector4Constant", "Vector", "Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("Vector4Uniform", "Vector", "Variables", "VisualShaderNodeVec4Uniform", TTR("4D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
+ // FADE
+
+ add_options.push_back(AddOption("DistanceFace", "Fade", "Distance", "VisualShaderNodeDistanceFade", TTR(""), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ProximityFade", "Fade", "", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+
+ // RANDOM
+
+ add_options.push_back(AddOption("RandomRange", "Random", "", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
+
+ // UTILITY
+
+ add_options.push_back(AddOption("Remap", "Utility", "", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
+
// SPECIAL
add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 8b43f778e5f..5243d4bdcac 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -611,6 +611,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeColorFunc);
GDREGISTER_CLASS(VisualShaderNodeTransformFunc);
GDREGISTER_CLASS(VisualShaderNodeUVFunc);
+ GDREGISTER_CLASS(VisualShaderNodeUVPolarCoord);
GDREGISTER_CLASS(VisualShaderNodeDotProduct);
GDREGISTER_CLASS(VisualShaderNodeVectorLen);
GDREGISTER_CLASS(VisualShaderNodeDeterminant);
@@ -649,6 +650,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeTexture2DArrayUniform);
GDREGISTER_CLASS(VisualShaderNodeTexture3DUniform);
GDREGISTER_CLASS(VisualShaderNodeCubemapUniform);
+ GDREGISTER_CLASS(VisualShaderNodeLinearSceneDepth);
GDREGISTER_CLASS(VisualShaderNodeIf);
GDREGISTER_CLASS(VisualShaderNodeSwitch);
GDREGISTER_CLASS(VisualShaderNodeFresnel);
@@ -658,6 +660,10 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeCompare);
GDREGISTER_CLASS(VisualShaderNodeMultiplyAdd);
GDREGISTER_CLASS(VisualShaderNodeBillboard);
+ GDREGISTER_CLASS(VisualShaderNodeDistanceFade);
+ GDREGISTER_CLASS(VisualShaderNodeProximityFade);
+ GDREGISTER_CLASS(VisualShaderNodeRandomRange);
+ GDREGISTER_CLASS(VisualShaderNodeRemap);
GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeVarying);
GDREGISTER_CLASS(VisualShaderNodeVaryingSetter);
GDREGISTER_CLASS(VisualShaderNodeVaryingGetter);
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2911d726b46..3b2b58516df 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1606,6 +1606,51 @@ VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
simple_decl = false;
}
+////////////// Linear Depth
+
+String VisualShaderNodeLinearSceneDepth::get_caption() const {
+ return "LinearSceneDepth";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
+ return "linear depth";
+}
+
+String VisualShaderNodeLinearSceneDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ code += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
+ code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
+ code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
+ code += " _depth_view.xyz /= _depth_view.w;";
+ code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
+
+ return code;
+}
+
+VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
+}
+
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
@@ -3090,6 +3135,107 @@ VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
set_input_port_default_value(2, Vector2()); // offset
}
+////////////// UV PolarCoord
+
+String VisualShaderNodeUVPolarCoord::get_caption() const {
+ return "UVPolarCoord";
+}
+
+int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
+ return 4;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_2D; // uv
+ case 1:
+ return PORT_TYPE_VECTOR_2D; // center
+ case 2:
+ return PORT_TYPE_SCALAR; // zoom
+ case 3:
+ return PORT_TYPE_SCALAR; // repeat
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "scale";
+ case 2:
+ return "zoom strength";
+ case 3:
+ return "repeat";
+ default:
+ break;
+ }
+ return "";
+}
+
+bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ if (p_port == 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
+ return "uv";
+}
+
+String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ String uv;
+ if (p_input_vars[0].is_empty()) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ uv = "UV";
+ } else {
+ uv = "vec2(0.0)";
+ }
+ } else {
+ uv = vformat("%s", p_input_vars[0]);
+ }
+ String center = vformat("%s", p_input_vars[1]);
+ String zoom = vformat("%s", p_input_vars[2]);
+ String repeat = vformat("%s", p_input_vars[3]);
+
+ if (p_mode == Shader::MODE_CANVAS_ITEM) {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
+ code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
+ } else {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
+ code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
+ }
+
+ return code;
+}
+
+VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
+ set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
+ set_input_port_default_value(2, 1.0); // zoom
+ set_input_port_default_value(3, 1.0); // repeat
+}
+
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@@ -7010,3 +7156,261 @@ void VisualShaderNodeBillboard::_bind_methods() {
VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
simple_decl = false;
}
+
+////////////// DistanceFade
+
+String VisualShaderNodeDistanceFade::get_caption() const {
+ return "DistanceFade";
+}
+
+int VisualShaderNodeDistanceFade::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "min";
+ case 1:
+ return "max";
+ }
+
+ return "";
+}
+
+int VisualShaderNodeDistanceFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
+ return "amount";
+}
+
+String VisualShaderNodeDistanceFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+ code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
+ return code;
+}
+
+VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 10.0);
+}
+
+////////////// ProximityFade
+
+String VisualShaderNodeProximityFade::get_caption() const {
+ return "ProximityFade";
+}
+
+int VisualShaderNodeProximityFade::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
+ return "distance";
+}
+
+int VisualShaderNodeProximityFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
+ return "fade";
+}
+
+String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ String proximity_fade_distance = vformat("%s", p_input_vars[0]);
+ code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
+ code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
+ code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
+
+ return code;
+}
+
+VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
+ set_input_port_default_value(0, 1.0);
+}
+
+////////////// Random Range
+
+String VisualShaderNodeRandomRange::get_caption() const {
+ return "RandomRange";
+}
+
+int VisualShaderNodeRandomRange::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_3D;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "seed";
+ case 1:
+ return "min";
+ case 2:
+ return "max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRandomRange::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+ String code;
+
+ code += "\n\n";
+ code += "// 3D Noise with friendly permission by Inigo Quilez\n";
+ code += "vec3 hash_noise_range( vec3 p ) {\n";
+ code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
+ code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
+ code += "}\n";
+ code += "\n";
+
+ return code;
+}
+
+String VisualShaderNodeRandomRange::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
+
+ return code;
+}
+
+VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
+ set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+}
+
+////////////// Remap
+
+String VisualShaderNodeRemap::get_caption() const {
+ return "Remap";
+}
+
+int VisualShaderNodeRemap::get_input_port_count() const {
+ return 5;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ case 3:
+ return PORT_TYPE_SCALAR;
+ case 4:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "value";
+ case 1:
+ return "input min";
+ case 2:
+ return "input max";
+ case 3:
+ return "output min";
+ case 4:
+ return "output max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRemap::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ code += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+ code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+ code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+
+ return code;
+}
+
+VisualShaderNodeRemap::VisualShaderNodeRemap() {
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+ set_input_port_default_value(3, 0.0);
+ set_input_port_default_value(4, 1.0);
+}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index ffcb41072d5..c603a10eae4 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -621,6 +621,27 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source)
+///////////////////////////////////////
+
+class VisualShaderNodeLinearSceneDepth : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeLinearSceneDepth, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeLinearSceneDepth();
+};
+
///////////////////////////////////////
/// OPS
///////////////////////////////////////
@@ -1230,6 +1251,30 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function)
+///////////////////////////////////////
+/// UV POLARCOORD
+///////////////////////////////////////
+
+class VisualShaderNodeUVPolarCoord : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeUVPolarCoord, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeUVPolarCoord();
+};
+
///////////////////////////////////////
/// DOT
///////////////////////////////////////
@@ -2574,4 +2619,85 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType)
+///////////////////////////////////////
+/// DistanceFade
+///////////////////////////////////////
+
+class VisualShaderNodeDistanceFade : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeDistanceFade, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeDistanceFade();
+};
+
+class VisualShaderNodeProximityFade : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeProximityFade, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeProximityFade();
+};
+
+class VisualShaderNodeRandomRange : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeRandomRange, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeRandomRange();
+};
+
+class VisualShaderNodeRemap : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeRemap();
+};
+
#endif // VISUAL_SHADER_NODES_H