your_first_3d_shader.rst 14 KB

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  1. .. _doc_your_first_spatial_shader:
  2. Your first 3D shader
  3. ====================
  4. You have decided to start writing your own custom Spatial shader. Maybe you saw
  5. a cool trick online that was done with shaders, or you have found that the
  6. :ref:`StandardMaterial3D <class_StandardMaterial3D>` isn't quite meeting your
  7. needs. Either way, you have decided to write your own and now you need to figure
  8. out where to start.
  9. This tutorial will explain how to write a Spatial shader and will cover more
  10. topics than the :ref:`CanvasItem <doc_your_first_canvasitem_shader>` tutorial.
  11. Spatial shaders have more built-in functionality than CanvasItem shaders. The
  12. expectation with spatial shaders is that Godot has already provided the
  13. functionality for common use cases and all the user needs to do in the shader is
  14. set the proper parameters. This is especially true for a PBR (physically based
  15. rendering) workflow.
  16. This is a two-part tutorial. In this first part we will create terrain using
  17. vertex displacement from a heightmap in the
  18. vertex function. In the :ref:`second part <doc_your_second_spatial_shader>` we
  19. will take the concepts from this tutorial and set up
  20. custom materials in a fragment shader by writing an ocean water shader.
  21. .. note:: This tutorial assumes some basic shader knowledge such as types
  22. (``vec2``, ``float``, ``sampler2D``), and functions. If you are
  23. uncomfortable with these concepts it is best to get a gentle
  24. introduction from `The Book of Shaders
  25. <https://thebookofshaders.com>`_ before completing this tutorial.
  26. Where to assign my material
  27. ---------------------------
  28. In 3D, objects are drawn using :ref:`Meshes <class_Mesh>`. Meshes are a resource
  29. type that store geometry (the shape of your object) and materials (the color and
  30. how the object reacts to light) in units called "surfaces". A Mesh can have
  31. multiple surfaces, or just one. Typically, you would import a mesh from another
  32. program (e.g. Blender). But Godot also has a few :ref:`PrimitiveMeshes
  33. <class_primitivemesh>` that allow you to add basic geometry to a scene without
  34. importing Meshes.
  35. There are multiple node types that you can use to draw a mesh. The main one is
  36. :ref:`MeshInstance3D <class_MeshInstance3D>`, but you can also use :ref:`GPUParticles3D
  37. <class_GPUParticles3D>`, :ref:`MultiMeshes <class_MultiMesh>` (with a
  38. :ref:`MultiMeshInstance3D <class_MultiMeshInstance3D>`), or others.
  39. Typically, a material is associated with a given surface in a mesh, but some
  40. nodes, like MeshInstance3D, allow you to override the material for a specific
  41. surface, or for all surfaces.
  42. If you set a material on the surface or mesh itself, then all MeshInstance3Ds that
  43. share that mesh will share that material. However, if you want to reuse the same
  44. mesh across multiple mesh instances, but have different materials for each
  45. instance then you should set the material on the MeshInstance3D.
  46. For this tutorial we will set our material on the mesh itself rather than taking
  47. advantage of the MeshInstance3D's ability to override materials.
  48. Setting up
  49. ----------
  50. Add a new :ref:`MeshInstance3D <class_MeshInstance3D>` node to your scene.
  51. In the inspector tab, set the MeshInstance3D's **Mesh** property to a new
  52. :ref:`PlaneMesh <class_planemesh>` resource, by clicking on ``<empty>`` and
  53. choosing **New PlaneMesh**. Then expand the resource by clicking on the image of
  54. a plane that appears.
  55. This adds a plane to our scene.
  56. Then, in the viewport, click in the upper left corner on the **Perspective** button.
  57. In the menu that appears, select **Display Wireframe**.
  58. This will allow you to see the triangles making up the plane.
  59. .. image:: img/plane.webp
  60. Now set **Subdivide Width** and **Subdivide Depth** of the :ref:`PlaneMesh <class_planemesh>` to ``32``.
  61. .. image:: img/plane-sub-set.webp
  62. You can see that there are now many more triangles in the
  63. :ref:`MeshInstance3D<class_MeshInstance3D>`. This will give us more vertices to work with
  64. and thus allow us to add more detail.
  65. .. image:: img/plane-sub.webp
  66. :ref:`PrimitiveMeshes <class_primitivemesh>`, like PlaneMesh, only have one
  67. surface, so instead of an array of materials there is only one. Set the
  68. **Material** to a new ShaderMaterial, then expand the material by clicking on
  69. the sphere that appears.
  70. Now set the material's **Shader** to a new Shader by clicking ``<empty>`` and
  71. select **New Shader...**. Leave the default settings, give your shader a name,
  72. and click **Create**.
  73. Click on the shader in the inspector, and the shader editor should now pop up. You
  74. are ready to begin writing your first Spatial shader!
  75. Shader magic
  76. ------------
  77. .. image:: img/shader-editor.webp
  78. The new shader is already generated with a ``shader_type`` variable, the
  79. ``vertex()`` function, and the ``fragment()`` function. The first thing Godot
  80. shaders need is a declaration of what type of shader they are. In this case the
  81. ``shader_type`` is set to ``spatial`` because this is a spatial shader.
  82. .. code-block:: glsl
  83. shader_type spatial;
  84. The ``vertex()`` function determines where the vertices of your :ref:`MeshInstance3D<class_MeshInstance3D>`
  85. appear in the final scene. We will be using it to offset the height of each vertex
  86. and make our flat plane appear like a little terrain.
  87. With nothing in the ``vertex()`` function, Godot will use its default vertex
  88. shader. We can start to make changes by adding a single line:
  89. .. code-block:: glsl
  90. void vertex() {
  91. VERTEX.y += cos(VERTEX.x) * sin(VERTEX.z);
  92. }
  93. Adding this line, you should get an image like the one below.
  94. .. image:: img/cos.webp
  95. Okay, let's unpack this. The ``y`` value of the ``VERTEX`` is being increased.
  96. And we are passing the ``x`` and ``z`` components of the ``VERTEX`` as arguments
  97. to :ref:`cos() <shader_func_cos>` and :ref:`sin() <shader_func_sin>`; that gives
  98. us a wave-like appearance across the ``x`` and ``z`` axes.
  99. What we want to achieve is the look of little hills; after all. ``cos()`` and
  100. ``sin()`` already look kind of like hills. We do so by scaling the inputs to the
  101. ``cos()`` and ``sin()`` functions.
  102. .. code-block:: glsl
  103. void vertex() {
  104. VERTEX.y += cos(VERTEX.x * 4.0) * sin(VERTEX.z * 4.0);
  105. }
  106. .. image:: img/cos4.webp
  107. This looks better, but it is still too spiky and repetitive, let's make it a
  108. little more interesting.
  109. Noise heightmap
  110. ---------------
  111. Noise is a very popular tool for faking the look of terrain. Think of it as
  112. similar to the cosine function where you have repeating hills except, with
  113. noise, each hill has a different height.
  114. Godot provides the :ref:`NoiseTexture2D <class_noisetexture2D>` resource for
  115. generating a noise texture that can be accessed from a shader.
  116. To access a texture in a shader add the following code near the top of your
  117. shader, outside the ``vertex()`` function.
  118. .. code-block:: glsl
  119. uniform sampler2D noise;
  120. This will allow you to send a noise texture to the shader. Now look in the
  121. inspector under your material. You should see a section called **Shader Parameters**.
  122. If you open it up, you'll see a parameter called "Noise".
  123. Set this **Noise** parameter to a new :ref:`NoiseTexture2D <class_noisetexture2D>`.
  124. Then in your NoiseTexture2D, set its **Noise** property to a new
  125. :ref:`FastNoiseLite <class_fastnoiselite>`. The FastNoiseLite class is used by
  126. the NoiseTexture2D to generate a heightmap.
  127. Once you set it up and should look like this.
  128. .. image:: img/noise-set.webp
  129. Now, access the noise texture using the ``texture()`` function:
  130. .. code-block:: glsl
  131. void vertex() {
  132. float height = texture(noise, VERTEX.xz / 2.0 + 0.5).x;
  133. VERTEX.y += height;
  134. }
  135. :ref:`texture() <shader_func_texture>` takes a texture as the first argument and
  136. a ``vec2`` for the position on the texture as the second argument. We use the
  137. ``x`` and ``z`` channels of ``VERTEX`` to determine where on the texture to look
  138. up.
  139. Since the PlaneMesh coordinates are within the ``[-1.0, 1.0]`` range (for a size
  140. of ``2.0``), while the texture coordinates are within ``[0.0, 1.0]``, to remap
  141. the coordinates we divide by the size of the PlaneMesh by ``2.0`` and add
  142. ``0.5`` .
  143. ``texture()`` returns a ``vec4`` of the ``r, g, b, a`` channels at the position.
  144. Since the noise texture is grayscale, all of the values are the same, so we can
  145. use any one of the channels as the height. In this case we'll use the ``r``, or
  146. ``x`` channel.
  147. .. note::
  148. ``xyzw`` is the same as ``rgba`` in GLSL, so instead of ``texture().x``
  149. above, we could use ``texture().r``. See the `OpenGL documentation
  150. <https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vectors>`_ for more
  151. details.
  152. Using this code you can see the texture creates random looking hills.
  153. .. image:: img/noise.webp
  154. Right now it is too spiky, we want to soften the hills a bit. To do that, we
  155. will use a uniform. You already used a uniform above to pass in the noise
  156. texture, now let's learn how they work.
  157. Uniforms
  158. --------
  159. :ref:`Uniform variables <doc_shading_language_uniforms>` allow you to pass data
  160. from the game into the shader. They are
  161. very useful for controlling shader effects. Uniforms can be almost any datatype
  162. that can be used in the shader. To use a uniform, you declare it in your
  163. :ref:`Shader<class_Shader>` using the keyword ``uniform``.
  164. Let's make a uniform that changes the height of the terrain.
  165. .. code-block:: glsl
  166. uniform float height_scale = 0.5;
  167. Godot lets you initialize a uniform with a value; here, ``height_scale`` is set
  168. to ``0.5``. You can set uniforms from GDScript by calling the function
  169. :ref:`set_shader_parameter() <class_ShaderMaterial_method_set_shader_parameter>`
  170. on the material corresponding to the shader. The value passed from GDScript
  171. takes precedence over the value used to initialize it in the shader.
  172. .. code-block:: gdscript
  173. # called from the MeshInstance3D
  174. mesh.material.set_shader_parameter("height_scale", 0.5)
  175. .. note:: Changing uniforms in Spatial-based nodes is different from
  176. CanvasItem-based nodes. Here, we set the material inside the PlaneMesh
  177. resource. In other mesh resources you may need to first access the
  178. material by calling ``surface_get_material()``. While in the
  179. MeshInstance3D you would access the material using
  180. ``get_surface_material()`` or ``material_override``.
  181. Remember that the string passed into ``set_shader_parameter()`` must match the name
  182. of the uniform variable in the shader. You can use the
  183. uniform variable anywhere inside your shader. Here, we will
  184. use it to set the height value instead of arbitrarily multiplying by ``0.5``.
  185. .. code-block:: glsl
  186. VERTEX.y += height * height_scale;
  187. Now it looks much better.
  188. .. image:: img/noise-low.webp
  189. Using uniforms, we can even change the value every frame to animate the height
  190. of the terrain. Combined with :ref:`Tweens <class_Tween>`, this can be
  191. especially useful for animations.
  192. Interacting with light
  193. ----------------------
  194. First, turn wireframe off. To do so, open the **Perspective** menu in the
  195. upper-left of the viewport again, and select **Display Normal**. Additionally in
  196. the 3D scene toolbar, turn off preview sunlight.
  197. .. image:: img/normal.webp
  198. Note how the mesh color goes flat. This is because the lighting on it is flat.
  199. Let's add a light!
  200. First, we will add an :ref:`OmniLight3D<class_OmniLight3D>` to the scene, and
  201. drag it up so it is above the terrain.
  202. .. image:: img/light.webp
  203. You can see the light affecting the terrain, but it looks odd. The problem is
  204. the light is affecting the terrain as if it were a flat plane. This is because
  205. the light shader uses the normals from the :ref:`Mesh <class_mesh>` to calculate
  206. light.
  207. The normals are stored in the Mesh, but we are changing the shape of the Mesh in
  208. the shader, so the normals are no longer correct. To fix this, we can
  209. recalculate the normals in the shader or use a normal texture that corresponds
  210. to our noise. Godot makes both easy for us.
  211. You can calculate the new normal manually in the vertex function and then just
  212. set ``NORMAL``. With ``NORMAL`` set, Godot will do all the difficult lighting
  213. calculations for us. We will cover this method in the next part of this
  214. tutorial, for now we will read normals from a texture.
  215. Instead we will rely on the NoiseTexture again to calculate normals for us. We
  216. do that by passing in a second noise texture.
  217. .. code-block:: glsl
  218. uniform sampler2D normalmap;
  219. Set this second uniform texture to another :ref:`NoiseTexture2D <class_noisetexture2D>` with another
  220. :ref:`FastNoiseLite <class_fastnoiselite>`. But this time, check **As Normal Map**.
  221. .. image:: img/normal-set.webp
  222. When we have normals that correspond to a specific vertex we set ``NORMAL``, but
  223. if you have a normalmap that comes from a texture, set the normal using
  224. ``NORMAL_MAP`` in the ``fragment()`` function. This way Godot will handle
  225. wrapping the texture around the mesh automatically.
  226. Lastly, in order to ensure that we are reading from the same places on the noise
  227. texture and the normalmap texture, we are going to pass the ``VERTEX.xz``
  228. position from the ``vertex()`` function to the ``fragment()`` function. We do
  229. that using a :ref:`varying <doc_shading_language_varyings>`.
  230. Above the ``vertex()`` define a ``varying vec2`` called ``tex_position``. And
  231. inside the ``vertex()`` function assign ``VERTEX.xz`` to ``tex_position``.
  232. .. code-block:: glsl
  233. varying vec2 tex_position;
  234. void vertex() {
  235. tex_position = VERTEX.xz / 2.0 + 0.5;
  236. float height = texture(noise, tex_position).x;
  237. VERTEX.y += height * height_scale;
  238. }
  239. And now we can access ``tex_position`` from the ``fragment()`` function.
  240. .. code-block:: glsl
  241. void fragment() {
  242. NORMAL_MAP = texture(normalmap, tex_position).xyz;
  243. }
  244. With the normals in place the light now reacts to the height of the mesh
  245. dynamically.
  246. .. image:: img/normalmap.webp
  247. We can even drag the light around and the lighting will update automatically.
  248. .. image:: img/normalmap2.webp
  249. Full code
  250. ---------
  251. Here is the full code for this tutorial. You can see it is not very long as
  252. Godot handles most of the difficult stuff for you.
  253. .. code-block:: glsl
  254. shader_type spatial;
  255. uniform float height_scale = 0.5;
  256. uniform sampler2D noise;
  257. uniform sampler2D normalmap;
  258. varying vec2 tex_position;
  259. void vertex() {
  260. tex_position = VERTEX.xz / 2.0 + 0.5;
  261. float height = texture(noise, tex_position).x;
  262. VERTEX.y += height * height_scale;
  263. }
  264. void fragment() {
  265. NORMAL_MAP = texture(normalmap, tex_position).xyz;
  266. }
  267. That is everything for this part. Hopefully, you now understand the basics of
  268. vertex shaders in Godot. In the next part of this tutorial we will write a
  269. fragment function to accompany this vertex function and we will cover a more
  270. advanced technique to turn this terrain into an ocean of moving waves.