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+.. _doc_visual_shader_plugins:
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+
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+Visual Shader Plugins
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+=====================
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+
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+Introduction
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+------------
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+
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+Visual Shader Plugins are used to create custom Visual Shader nodes in GDScript.
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+
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+The creation process is different from EditorPlugins - you simply create and save a script file and it will be ready to use.
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+
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+Visual Shader Plugin
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+--------------------
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+
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+This short tutorial will explain how to make a Perlin-3D noise node (original code from https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres).
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+
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+Create a sprite and assign a :ref:`ShaderMaterial <class_ShaderMaterial>` to its material slot:
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+
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+.. image:: img/visual_shader_plugins_start.png
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+
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+Assign :ref:`VisualShader <class_VisualShader>` to the shader slot of the material:
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+
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+.. image:: img/visual_shader_plugins_start2.png
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+
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+Don't forget to change its mode to CanvasItem (if you are using a sprite):
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+
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+.. image:: img/visual_shader_plugins_start3.png
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+
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+Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualShaderNodeCustom>`. This is all you need to initialize your plugin.
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+
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+::
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+
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+ # PerlinNoise3D.gd
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+
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+ tool
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+ extends VisualShaderNodeCustom
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+ class_name VisualShaderNodePerlinNoise3D
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+
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+ func _get_name():
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+ return "PerlinNoise3D"
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+
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+ func _get_category():
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+ return "MyShaderNodes"
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+
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+ func _get_description():
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+ return "Classic Perlin-Noise-3D function (by Curly-Brace)"
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+
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+ func _get_return_icon_type():
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+ return VisualShaderNode.PORT_TYPE_SCALAR
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+
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+ func _get_input_port_count():
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+ return 4
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+
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+ func _get_input_port_name(port):
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+ match port:
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+ 0:
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+ return "uv"
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+ 1:
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+ return "offset"
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+ 2:
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+ return "scale"
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+ 3:
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+ return "time"
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+
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+ func _get_input_port_type(port):
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+ match port:
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+ 0:
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+ return VisualShaderNode.PORT_TYPE_VECTOR
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+ 1:
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+ return VisualShaderNode.PORT_TYPE_VECTOR
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+ 2:
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+ return VisualShaderNode.PORT_TYPE_SCALAR
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+ 3:
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+ return VisualShaderNode.PORT_TYPE_SCALAR
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+
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+ func _get_output_port_count():
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+ return 1
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+
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+ func _get_output_port_name(port):
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+ return "result"
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+
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+ func _get_output_port_type(port):
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+ return VisualShaderNode.PORT_TYPE_SCALAR
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+
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+ func _get_global_code(mode):
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+ return """
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+ vec3 mod289_3(vec3 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
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+ }
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+
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+ vec4 mod289_4(vec4 x) {
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+ return x - floor(x * (1.0 / 289.0)) * 289.0;
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+ }
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+
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+ vec4 permute(vec4 x) {
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+ return mod289_4(((x*34.0)+1.0)*x);
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+ }
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+
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+ vec4 taylorInvSqrt(vec4 r) {
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+ return 1.79284291400159 - 0.85373472095314 * r;
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+ }
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+
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+ vec3 fade(vec3 t) {
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+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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+ }
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+
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+ // Classic Perlin noise
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+ float cnoise(vec3 P) {
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+ vec3 Pi0 = floor(P); // Integer part for indexing
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+ vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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+ Pi0 = mod289_3(Pi0);
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+ Pi1 = mod289_3(Pi1);
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+ vec3 Pf0 = fract(P); // Fractional part for interpolation
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+ vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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+ vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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+ vec4 iy = vec4(Pi0.yy, Pi1.yy);
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+ vec4 iz0 = vec4(Pi0.z);
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+ vec4 iz1 = vec4(Pi1.z);
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+
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+ vec4 ixy = permute(permute(ix) + iy);
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+ vec4 ixy0 = permute(ixy + iz0);
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+ vec4 ixy1 = permute(ixy + iz1);
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+
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+ vec4 gx0 = ixy0 * (1.0 / 7.0);
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+ vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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+ gx0 = fract(gx0);
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+ vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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+ vec4 sz0 = step(gz0, vec4(0.0));
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+ gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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+ gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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+
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+ vec4 gx1 = ixy1 * (1.0 / 7.0);
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+ vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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+ gx1 = fract(gx1);
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+ vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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+ vec4 sz1 = step(gz1, vec4(0.0));
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+ gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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+ gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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+
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+ vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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+ vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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+ vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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+ vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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+ vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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+ vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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+ vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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+ vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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+
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+ vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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+ g000 *= norm0.x;
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+ g010 *= norm0.y;
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+ g100 *= norm0.z;
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+ g110 *= norm0.w;
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+ vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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+ g001 *= norm1.x;
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+ g011 *= norm1.y;
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+ g101 *= norm1.z;
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+ g111 *= norm1.w;
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+
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+ float n000 = dot(g000, Pf0);
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+ float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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+ float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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+ float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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+ float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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+ float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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+ float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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+ float n111 = dot(g111, Pf1);
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+
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+ vec3 fade_xyz = fade(Pf0);
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+ vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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+ vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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+ float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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+ return 2.2 * n_xyz;
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+ }
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+ """
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+
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+ func _get_code(input_vars, output_vars, mode, type):
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+ return output_vars[0] + " = cnoise ( vec3 ( ( %s.xy + %s.xy ) * %s, %s ) ) * 0.5 + 0.5" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3]]
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+
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+Save it and open the visual shader. You should see your new node type inside the member's dialog (if you can't see your new node, try restarting the editor):
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+
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+.. image:: img/visual_shader_plugins_result1.png
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+
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+Place it on a graph and connect the required ports:
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+
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+.. image:: img/visual_shader_plugins_result2.png
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+
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+That is everything you need to do, as you can see it is very easy to create your own custom VisualShader nodes!
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