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- .. _doc_canvas_item_shader:
- CanvasItem shaders
- ==================
- CanvasItem shaders are used to draw all 2D elements in Godot. These include
- all nodes that inherit from CanvasItems, and all GUI elements.
- CanvasItem shaders contain less built-in variables and functionality than Spatial
- shaders, but they maintain the same basic structure with vertex, fragment, and
- light processor functions.
- Render modes
- ^^^^^^^^^^^^
- +---------------------------------+----------------------------------------------------------------------+
- | Render mode | Description |
- +=================================+======================================================================+
- | **blend_mix** | Mix blend mode (alpha is transparency), default. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_add** | Additive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_sub** | Subtractive blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_mul** | Multiplicative blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_premul_alpha** | Pre-multiplied alpha blend mode. |
- +---------------------------------+----------------------------------------------------------------------+
- | **blend_disabled** | Disable blending, values (including alpha) are written as-is. |
- +---------------------------------+----------------------------------------------------------------------+
- | **unshaded** | Result is just albedo. No lighting/shading happens in material. |
- +---------------------------------+----------------------------------------------------------------------+
- | **light_only** | Only draw on light pass. |
- +---------------------------------+----------------------------------------------------------------------+
- | **skip_vertex_transform** | VERTEX/NORMAL/etc need to be transformed manually in vertex function.|
- +---------------------------------+----------------------------------------------------------------------+
- Built-ins
- ^^^^^^^^^
- Values marked as "in" are read-only. Values marked as "out" are for optional writing and will
- not necessarily contain sensible values. Values marked as "inout" provide a sensible default
- value, and can optionally be written to. Samplers are not subjects of writing and they are
- not marked.
- Global built-ins
- ^^^^^^^^^^^^^^^^
- Global built-ins are available everywhere, including custom functions.
- +-------------------+-----------------------------------------------------------------------------+
- | Built-in | Description |
- +===================+=============================================================================+
- | in float **TIME** | Global time since the engine has started, in seconds (always positive). |
- | | It's subject to the rollover setting (which is 3,600 seconds by default). |
- | | It's not affected by :ref:`time_scale<class_Engine_property_time_scale>` |
- | | or pausing, but you can override the ``TIME`` variable's time scale by |
- | | calling ``VisualServer.set_shader_time_scale()`` with the desired |
- | | time scale factor as parameter (``1.0`` being the default). |
- +-------------------+-----------------------------------------------------------------------------+
- Vertex built-ins
- ^^^^^^^^^^^^^^^^
- Vertex data (``VERTEX``) is presented in local space (pixel coordinates, relative to the camera).
- If not written to, these values will not be modified and be passed through as they came.
- The user can disable the built-in modelview transform (projection will still happen later) and do
- it manually with the following code:
- .. code-block:: glsl
- shader_type canvas_item;
- render_mode skip_vertex_transform;
- void vertex() {
- VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
- }
- .. note:: ``WORLD_MATRIX`` is actually a modelview matrix. It takes input in local space and transforms it
- into view space.
- In order to get the world space coordinates of a vertex, you have to pass in a custom uniform like so:
- ::
- material.set_shader_param("global_transform", get_global_transform())
- Then, in your vertex shader:
- .. code-block:: glsl
- uniform mat4 global_transform;
- varying vec2 world_position;
- void vertex(){
- world_position = (global_transform * vec4(VERTEX, 0.0, 1.0)).xy;
- }
- ``world_position`` can then be used in either the vertex or fragment functions.
- Other built-ins, such as UV and COLOR, are also passed through to the fragment function if not modified.
- For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
- is usually:
- * **x**: Rotation angle in radians.
- * **y**: Phase during lifetime (0 to 1).
- * **z**: Animation frame.
- +--------------------------------+----------------------------------------------------------------+
- | Built-in | Description |
- +================================+================================================================+
- | in mat4 **WORLD_MATRIX** | Image space to view space transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **EXTRA_MATRIX** | Extra transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in mat4 **PROJECTION_MATRIX** | View space to clip space transform. |
- +--------------------------------+----------------------------------------------------------------+
- | in int **INSTANCE_ID** | Instance ID for instancing. Not supported in GLES2 (returns |
- | | 0). |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **INSTANCE_CUSTOM** | Instance custom data. |
- +--------------------------------+----------------------------------------------------------------+
- | in bool **AT_LIGHT_PASS** | ``true`` if this is a light pass. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **VERTEX** | Vertex, in image space. |
- +--------------------------------+----------------------------------------------------------------+
- | in int **VERTEX_ID** | The index of the current vertex in the vertex buffer. Not |
- | | supported in GLES2 (returns 0). |
- +--------------------------------+----------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
- | | For a Sprite with a texture of size 64x32px, |
- | | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec2 **UV** | Texture coordinates. |
- +--------------------------------+----------------------------------------------------------------+
- | inout vec4 **COLOR** | Color from vertex primitive. |
- +--------------------------------+----------------------------------------------------------------+
- | in vec4 **MODULATE** | Final modulate color. |
- | | If used, **COLOR** will not be multiplied by modulate |
- | | automatically after the fragment function. |
- +--------------------------------+----------------------------------------------------------------+
- | inout float **POINT_SIZE** | Point size for point drawing. |
- +--------------------------------+----------------------------------------------------------------+
- Fragment built-ins
- ^^^^^^^^^^^^^^^^^^
- Certain Nodes (for example, :ref:`Sprites <class_Sprite>`) display a texture by default. However,
- when a custom fragment function is attached to these nodes, the texture lookup needs to be done
- manually. Godot does not provide the texture color in the ``COLOR`` built-in variable; to read
- the texture color for such nodes, use:
- .. code-block:: glsl
- COLOR = texture(TEXTURE, UV);
- This differs from the behavior of the built-in normal map. If a normal map is attached, Godot uses
- it by default and assigns its value to the built-in ``NORMAL`` variable. If you are using a normal
- map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
- it to the ``NORMALMAP`` property. Godot will handle converting it for use in 2D and overwriting ``NORMAL``.
- .. code-block:: glsl
- NORMALMAP = texture(NORMAL_TEXTURE, UV).rgb;
- +----------------------------------+----------------------------------------------------------------+
- | Built-in | Description |
- +==================================+================================================================+
- | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
- | | position in window, ``z`` specifies fragment depth if |
- | | ``DEPTH`` is not used. Origin is lower-left. |
- +----------------------------------+----------------------------------------------------------------+
- | inout vec3 **NORMAL** | Normal read from **NORMAL_TEXTURE**. Writable. |
- +----------------------------------+----------------------------------------------------------------+
- | out vec3 **NORMALMAP** | Configures normal maps meant for 3D for use in 2D. If used, |
- | | overwrites **NORMAL**. |
- +----------------------------------+----------------------------------------------------------------+
- | inout float **NORMALMAP_DEPTH** | Normalmap depth for scaling. |
- +----------------------------------+----------------------------------------------------------------+
- | in vec2 **UV** | UV from vertex function. |
- +----------------------------------+----------------------------------------------------------------+
- | inout vec4 **COLOR** | Color from vertex function and output fragment color. If |
- | | unused, will be set to **TEXTURE** color. |
- +----------------------------------+----------------------------------------------------------------+
- | in vec4 **MODULATE** | Final modulate color. |
- | | If used, **COLOR** will not be multiplied by modulate |
- | | automatically after the fragment function. |
- +----------------------------------+----------------------------------------------------------------+
- | in sampler2D **TEXTURE** | Default 2D texture. |
- +----------------------------------+----------------------------------------------------------------+
- | in sampler2D **NORMAL_TEXTURE** | Default 2D normal texture. |
- +----------------------------------+----------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
- | | For a Sprite with a texture of size 64x32px, |
- | | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
- +----------------------------------+----------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | Screen UV for use with **SCREEN_TEXTURE**. |
- +----------------------------------+----------------------------------------------------------------+
- | in vec2 **SCREEN_PIXEL_SIZE** | Size of individual pixels. Equal to inverse of resolution. |
- +----------------------------------+----------------------------------------------------------------+
- | in vec2 **POINT_COORD** | Coordinate for drawing points. |
- +----------------------------------+----------------------------------------------------------------+
- | in bool **AT_LIGHT_PASS** | ``true`` if this is a light pass. |
- +----------------------------------+----------------------------------------------------------------+
- | in sampler2D **SCREEN_TEXTURE** | Screen texture, mipmaps contain gaussian blurred versions. |
- +----------------------------------+----------------------------------------------------------------+
- Light built-ins
- ^^^^^^^^^^^^^^^
- Light processor functions work differently in 2D than they do in 3D. In CanvasItem shaders, the
- shader is called once for the object being drawn, and then once for each light touching that
- object in the scene. Use render_mode ``unshaded`` if you do not want any light passes to occur
- for that object. Use render_mode ``light_only`` if you only want light passes to occur for
- that object; this can be useful when you only want the object visible where it is covered by light.
- When the shader is on a light pass, the ``AT_LIGHT_PASS`` variable will be ``true``.
- +-------------------------------------+-------------------------------------------------------------------------------+
- | Built-in | Description |
- +=====================================+===============================================================================+
- | in vec4 **FRAGCOORD** | Coordinate of pixel center. In screen space. ``xy`` specifies |
- | | position in window, ``z`` specifies fragment depth if |
- | | ``DEPTH`` is not used. Origin is lower-left. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec3 **NORMAL** | Input Normal. Although this value is passed in, |
- | | **normal calculation still happens outside of this function**. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **UV** | UV from vertex function, equivalent to the UV in the fragment function. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec4 **COLOR** | Input Color. |
- | | This is the output of the fragment function (with final modulation applied, |
- | | if **MODULATE** is not used in any function of the shader). |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec4 **MODULATE** | Final modulate color. |
- | | If used, **COLOR** will not be multiplied by modulate |
- | | automatically after the fragment function. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | sampler2D **TEXTURE** | Current texture in use for CanvasItem. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **TEXTURE_PIXEL_SIZE** | Normalized pixel size of default 2D texture. |
- | | For a Sprite with a texture of size 64x32px, |
- | | **TEXTURE_PIXEL_SIZE** = :code:`vec2(1/64, 1/32)` |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **SCREEN_UV** | **SCREEN_TEXTURE** Coordinate (for using with screen texture). |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **POINT_COORD** | UV for Point Sprite. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | inout vec2 **LIGHT_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
- | | alter illumination direction when normal maps are used. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | inout vec2 **SHADOW_VEC** | Vector from light to fragment in local coordinates. It can be modified to |
- | | alter shadow computation. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | inout float **LIGHT_HEIGHT** | Height of Light. Only effective when normals are used. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | inout vec4 **LIGHT_COLOR** | Color of Light. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | in vec2 **LIGHT_UV** | UV for Light texture. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | out vec4 **SHADOW_COLOR** | Shadow Color of Light. |
- +-------------------------------------+-------------------------------------------------------------------------------+
- | inout vec4 **LIGHT** | Value from the Light texture and output color. Can be modified. If not used, |
- | | the light function is ignored. |
- +-------------------------------------+-------------------------------------------------------------------------------+
|