فهرست منبع

Move and rename what_are_shaders.rst

Closes #4179
Nathan Lovato 4 سال پیش
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d51a91ad3d

+ 1 - 1
about/docs_changelog.rst

@@ -50,7 +50,7 @@ Shading
 ^^^^^^^
 
 - Your First Shader Series:
-    - :ref:`doc_what_are_shaders`
+    - :ref:`doc_introduction_to_shaders`
     - :ref:`doc_your_first_canvasitem_shader`
     - :ref:`doc_your_first_spatial_shader`
     - :ref:`doc_your_second_spatial_shader`

+ 1 - 1
classes/class_shader.rst

@@ -25,7 +25,7 @@ Tutorials
 
 - :doc:`../tutorials/shading/index`
 
-- :doc:`../tutorials/shading/your_first_shader/what_are_shaders`
+- :ref:`doc_introduction_to_shaders`
 
 Properties
 ----------

+ 1 - 0
tutorials/shading/index.rst

@@ -5,6 +5,7 @@ Shading
    :maxdepth: 1
    :name: toc-learn-features-shading
 
+   introduction_to_shaders
    shading_reference/index
    your_first_shader/index
    shader_materials

+ 3 - 3
tutorials/shading/your_first_shader/what_are_shaders.rst → tutorials/shading/introduction_to_shaders.rst

@@ -1,7 +1,7 @@
-.. _doc_what_are_shaders:
+.. _doc_introduction_to_shaders:
 
-What are shaders?
-=================
+Introduction to shaders
+=======================
 
 Introduction
 ------------

+ 1 - 1
tutorials/shading/visual_shaders.rst

@@ -16,7 +16,7 @@ necessary for specific effects.
 .. note::
 
     If you are not familiar with shaders, start by reading
-    :ref:`doc_what_are_shaders`.
+    :ref:`doc_introduction_to_shaders`.
 
 Creating a VisualShader
 -----------------------

+ 220 - 0
tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst

@@ -0,0 +1,220 @@
+.. _doc_your_first_canvasitem_shader:
+
+Your first CanvasItem shader
+============================
+
+Introduction
+------------
+
+Shaders are special programs that execute on the GPU and are used for rendering
+graphics. All modern rendering is done with shaders. For a more detailed description
+of what shaders are please see :ref:`doc_introduction_to_shaders`.
+
+This tutorial will focus on the practical aspects of writing shader programs by walking
+you through the process of writing a shader with both vertex and fragment functions.
+This tutorial targets absolute beginners to shaders.
+
+.. note:: If you have experience writing shaders and are just looking for
+          an overview of how shaders work in Godot, see the :ref:`Shading Reference <toc-shading-reference>`.
+
+Setup
+-----
+
+:ref:`CanvasItem <doc_canvas_item_shader>` shaders are used to draw all 2D objects in Godot,
+while :ref:`Spatial <doc_spatial_shader>` shaders are used to draw all 3D objects.
+
+In order to use a shader it must be attached inside a :ref:`Material <class_material>`
+which must be attached to an object. Materials are a type of :ref:`Resource <doc_resources>`.
+To draw multiple objects with the same material, the material must be attached to each object.
+
+All objects derived from a :ref:`CanvasItem <class_canvasitem>` have a material property.
+This includes all :ref:`GUI elements <class_Control>`, :ref:`Sprites <class_sprite>`, :ref:`TileMaps <class_tilemap>`,
+:ref:`MeshInstance2Ds <class_meshinstance2d>` etc.
+They also have an option to inherit their parent's material. This can be useful if you have
+a large number of nodes that you want to use the same material.
+
+To begin, create a Sprite node. You can use any CanvasItem, but for this tutorial we will
+use a Sprite.
+
+In the Inspector, click beside "Texture" where it says "[empty]" and select "Load", then select
+"Icon.png". For new projects, this is the Godot icon. You should now see the icon in the viewport.
+
+Next, look down in the Inspector, under the CanvasItem section, click beside "Material" and select
+"New ShaderMaterial". This creates a new Material resource. Click on the sphere that appears. Godot currently
+doesn't know whether you are writing a CanvasItem Shader or a Spatial Shader and it previews the output
+of spatial shaders. So what you are seeing is the output of the default Spatial Shader.
+
+Click beside "Shader" and select "New Shader". Finally, click on the new shader resource and the shader
+editor will open. You are now ready to begin writing your first shader.
+
+Your first CanvasItem shader
+----------------------------
+
+In Godot, all shaders start with a line specifying what type of shader they are. It uses
+the following format:
+
+.. code-block:: glsl
+
+  shader_type canvas_item;
+
+Because we are writing a CanvasItem shader, we specify ``canvas_item`` in the first line. All our code will
+go beneath this declaration.
+
+This line tells the engine which built-in variables and functionality to supply you with.
+
+In Godot you can override three functions to control how the shader operates; ``vertex``, ``fragment``, and ``light``.
+This tutorial will walk you through writing a shader with both vertex and fragment functions. Light
+functions are significantly more complex than vertex and fragment functions and so will not be covered here.
+
+Your first fragment function
+----------------------------
+
+The fragment function runs for every pixel in a Sprite and determines what color that pixel should be.
+
+They are restricted to the pixels covered by the Sprite, that means you cannot use one to, for example,
+create an outline around a Sprite.
+
+The most basic fragment function does nothing except assign a single color to every pixel.
+
+We do so by writing a ``vec4`` to the built-in variable ``COLOR``. ``vec4`` is shorthand for constructing
+a vector with 4 numbers. For more information about vectors see the :ref:`Vector math tutorial <doc_vector_math>`
+``COLOR`` is both an input variable to the fragment function and the final output from it.
+
+.. code-block:: glsl
+
+  void fragment(){
+    COLOR = vec4(0.4, 0.6, 0.9, 1.0);
+  }
+
+.. image:: img/blue-box.png
+
+Congratulations! You're done. You have successfully written your first shader in Godot.
+
+Now let's make things more complex.
+
+There are many inputs to the fragment function that you can use for calculating ``COLOR``.
+``UV`` is one of them. UV coordinates are specified in your Sprite (without you knowing it!)
+and they tell the shader where to read from textures for each part of the mesh.
+
+In the fragment function you can only read from ``UV``, but you can use it in other functions
+or to assign values to ``COLOR`` directly.
+
+``UV`` varies between 0-1 from left-right and from top-bottom.
+
+.. image:: img/iconuv.png
+
+.. code-block:: glsl
+
+  void fragment() {
+    COLOR = vec4(UV, 0.5, 1.0);
+  }
+
+.. image:: img/UV.png
+
+Using ``TEXTURE`` built-in
+^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+When you want to adjust a color in a Sprite you cannot just adjust the color from the texture
+manually like in the code below.
+
+.. code-block:: glsl
+
+  void fragment(){
+    //this shader will result in an all white rectangle
+    COLOR.b = 1.0;
+  }
+
+The default fragment function reads from a texture and displays it. When you overwrite the default fragment function,
+you lose that functionality, so you have to implement it yourself. You read from textures using the
+``texture`` function. Certain nodes, like Sprites, have a dedicated texture variable that can be accessed in the shader
+using ``TEXTURE``. Use it together with ``UV`` and ``texture`` to draw the Sprite.
+
+.. code-block:: glsl
+
+  void fragment(){
+    COLOR = texture(TEXTURE, UV); //read from texture
+    COLOR.b = 1.0; //set blue channel to 1.0
+  }
+
+.. image:: img/blue-tex.png
+
+Uniform input
+^^^^^^^^^^^^^
+
+Uniform input is used to pass data into a shader that will be the same across the entire shader.
+
+You can use uniforms by defining them at the top of your shader like so:
+
+.. code-block:: glsl
+
+  uniform float size;
+
+For more information about usage see the :ref:`Shading Language doc <doc_shading_language>`.
+
+Add a uniform to change the amount of blue in our Sprite.
+
+.. code-block:: glsl
+
+  uniform float blue = 1.0; // you can assign a default value to uniforms
+
+  void fragment(){
+    COLOR = texture(TEXTURE, UV); //read from texture
+    COLOR.b = blue;
+  }
+
+Now you can change the amount of blue in the Sprite from the editor. Look back at the Inspector
+under where you created your shader. You should see a section called "Shader Param". Unfold that
+section and you will see the uniform you just declared. If you change the value in the editor, it
+will overwrite the default value you provided in the shader.
+
+Interacting with shaders from code
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+You can change uniforms from code using the function ``set_shader_param()`` which is called on the node's
+material resource. With a Sprite node, the following code can be used to set the ``blue`` uniform.
+
+::
+
+  var blue_value = 1.0
+  material.set_shader_param("blue", blue_value)
+
+Note that the name of the uniform is a string. The string must match exactly with how it is
+written in the shader, including spelling and case.
+
+Your first vertex function
+--------------------------
+
+Now that we have a fragment function, let's write a vertex function.
+
+Use the vertex function to calculate where on the screen each vertex should end up.
+
+The most important variable in the vertex function is ``VERTEX``. Initially, it specifies
+the vertex coordinates in your model, but you also write to it to determine where to actually
+draw those vertices. ``VERTEX`` is a ``vec2`` that is initially presented in local-space
+(i.e. not relative to the camera, viewport, or parent nodes).
+
+You can offset the vertices by directly adding to ``VERTEX``.
+
+.. code-block:: glsl
+
+  void vertex() {
+    VERTEX += vec2(10.0, 0.0);
+  }
+
+Combined with the ``TIME`` built-in variable, this can be used for simple animation.
+
+.. code-block:: glsl
+
+  void vertex() {
+    // Animate Sprite moving in big circle around its location
+    VERTEX += vec2(cos(TIME)*100.0, sin(TIME)*100.0);
+  }
+
+Conclusion
+----------
+
+At their core, shaders do what you have seen so far, they compute ``VERTEX`` and ``COLOR``. It is
+up to you to dream up more complex mathematical strategies for assigning values to those variables.
+
+For inspiration, take a look at some of the more advanced shader tutorials, and look at other sites
+like `Shadertoy <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_ and `The Book of Shaders <https://thebookofshaders.com>`_.