your_first_2d_shader.rst 8.6 KB

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  1. .. _doc_your_first_canvasitem_shader:
  2. Your first 2D shader
  3. ====================
  4. Introduction
  5. ------------
  6. Shaders are special programs that execute on the GPU and are used for rendering
  7. graphics. All modern rendering is done with shaders. For a more detailed
  8. description of what shaders are please see :ref:`What are shaders
  9. <doc_introduction_to_shaders>`.
  10. This tutorial will focus on the practical aspects of writing shader programs by
  11. walking you through the process of writing a shader with both vertex and
  12. fragment functions. This tutorial targets absolute beginners to shaders.
  13. .. note:: If you have experience writing shaders and are just looking for an
  14. overview of how shaders work in Godot, see the :ref:`Shading Reference
  15. <toc-shading-reference>`.
  16. Setup
  17. -----
  18. :ref:`CanvasItem shaders <doc_canvas_item_shader>` are used to draw all 2D
  19. objects in Godot, while :ref:`Spatial <doc_spatial_shader>` shaders are used
  20. to draw all 3D objects.
  21. In order to use a shader it must be attached inside a :ref:`Material
  22. <class_Material>` which must be attached to an object. Materials are a type of
  23. :ref:`Resource <doc_resources>`. To draw multiple objects with the same
  24. material, the material must be attached to each object.
  25. All objects derived from a :ref:`CanvasItem <class_CanvasItem>` have a material
  26. property. This includes all :ref:`GUI elements <class_Control>`, :ref:`Sprite2Ds
  27. <class_Sprite2D>`, :ref:`TileMaps <class_Tilemap>`, :ref:`MeshInstance2Ds
  28. <class_MeshInstance2D>` etc. They also have an option to inherit their parent's
  29. material. This can be useful if you have a large number of nodes that you want
  30. to use the same material.
  31. To begin, create a Sprite2D node. :ref:`You can use any CanvasItem <doc_custom_drawing_in_2d>`,
  32. so long as it is drawing to the canvas, so for this tutorial we will use a Sprite2D,
  33. as it is the easiest CanvasItem to start drawing with.
  34. In the Inspector, click beside "Texture" where it says "[empty]" and select
  35. "Load", then select "Icon.png". For new projects, this is the Godot icon. You
  36. should now see the icon in the viewport.
  37. Next, look down in the Inspector, under the CanvasItem section, click beside
  38. "Material" and select "New ShaderMaterial". This creates a new Material
  39. resource. Click on the sphere that appears. Godot currently doesn't know whether
  40. you are writing a CanvasItem Shader or a Spatial Shader and it previews the
  41. output of spatial shaders. So what you are seeing is the output of the default
  42. Spatial Shader.
  43. Click beside "Shader" and select "New Shader". Finally, click on the shader
  44. you just created and the shader editor will open. You are now ready to begin writing
  45. your first shader.
  46. Your first CanvasItem shader
  47. ----------------------------
  48. In Godot, all shaders start with a line specifying what type of shader they are.
  49. It uses the following format:
  50. .. code-block:: glsl
  51. shader_type canvas_item;
  52. Because we are writing a CanvasItem shader, we specify ``canvas_item`` in the
  53. first line. All our code will go beneath this declaration.
  54. This line tells the engine which built-in variables and functionality to supply
  55. you with.
  56. In Godot you can override three functions to control how the shader operates;
  57. ``vertex``, ``fragment``, and ``light``. This tutorial will walk you through
  58. writing a shader with both vertex and fragment functions. Light functions are
  59. significantly more complex than vertex and fragment functions and so will not be
  60. covered here.
  61. Your first fragment function
  62. ----------------------------
  63. The fragment function runs for every pixel in a Sprite2D and determines what color
  64. that pixel should be.
  65. They are restricted to the pixels covered by the Sprite2D, that means you cannot
  66. use one to, for example, create an outline around a Sprite2D.
  67. The most basic fragment function does nothing except assign a single color to
  68. every pixel.
  69. We do so by writing a ``vec4`` to the built-in variable ``COLOR``. ``vec4`` is
  70. shorthand for constructing a vector with 4 numbers. For more information about
  71. vectors see the :ref:`Vector math tutorial <doc_vector_math>`. ``COLOR`` is both
  72. an input variable to the fragment function and the final output from it.
  73. .. code-block:: glsl
  74. void fragment(){
  75. COLOR = vec4(0.4, 0.6, 0.9, 1.0);
  76. }
  77. .. image:: img/blue-box.png
  78. Congratulations! You're done. You have successfully written your first shader in
  79. Godot.
  80. Now let's make things more complex.
  81. There are many inputs to the fragment function that you can use for calculating
  82. ``COLOR``. ``UV`` is one of them. UV coordinates are specified in your Sprite2D
  83. (without you knowing it!) and they tell the shader where to read from textures
  84. for each part of the mesh.
  85. In the fragment function you can only read from ``UV``, but you can use it in
  86. other functions or to assign values to ``COLOR`` directly.
  87. ``UV`` varies between 0-1 from left-right and from top-bottom.
  88. .. image:: img/iconuv.png
  89. .. code-block:: glsl
  90. void fragment() {
  91. COLOR = vec4(UV, 0.5, 1.0);
  92. }
  93. .. image:: img/UV.png
  94. Using ``TEXTURE`` built-in
  95. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  96. When you want to adjust a color in a Sprite2D you cannot just adjust the color
  97. from the texture manually like in the code below.
  98. .. code-block:: glsl
  99. void fragment(){
  100. //this shader will result in an all white rectangle
  101. COLOR.b = 1.0;
  102. }
  103. The default fragment function reads from a texture and displays it. When you
  104. overwrite the default fragment function, you lose that functionality, so you
  105. have to implement it yourself. You read from textures using the ``texture``
  106. function. Certain nodes, like Sprite2Ds, have a dedicated texture variable that
  107. can be accessed in the shader using ``TEXTURE``. Use it together with ``UV`` and
  108. ``texture`` to draw the Sprite2D.
  109. .. code-block:: glsl
  110. void fragment(){
  111. COLOR = texture(TEXTURE, UV); //read from texture
  112. COLOR.b = 1.0; //set blue channel to 1.0
  113. }
  114. .. image:: img/blue-tex.png
  115. Uniform input
  116. ^^^^^^^^^^^^^
  117. Uniform input is used to pass data into a shader that will be the same across
  118. the entire shader.
  119. You can use uniforms by defining them at the top of your shader like so:
  120. .. code-block:: glsl
  121. uniform float size;
  122. For more information about usage see the :ref:`Shading Language doc
  123. <doc_shading_language>`.
  124. Add a uniform to change the amount of blue in our Sprite2D.
  125. .. code-block:: glsl
  126. uniform float blue = 1.0; // you can assign a default value to uniforms
  127. void fragment(){
  128. COLOR = texture(TEXTURE, UV); //read from texture
  129. COLOR.b = blue;
  130. }
  131. Now you can change the amount of blue in the Sprite2D from the editor. Look back
  132. at the Inspector under where you created your shader. You should see a section
  133. called "Shader Param". Unfold that section and you will see the uniform you just
  134. declared. If you change the value in the editor, it will overwrite the default
  135. value you provided in the shader.
  136. Interacting with shaders from code
  137. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  138. You can change uniforms from code using the function ``set_shader_parameter()``
  139. which is called on the node's material resource. With a Sprite2D node, the
  140. following code can be used to set the ``blue`` uniform.
  141. ::
  142. var blue_value = 1.0
  143. material.set_shader_parameter("blue", blue_value)
  144. Note that the name of the uniform is a string. The string must match exactly
  145. with how it is written in the shader, including spelling and case.
  146. Your first vertex function
  147. --------------------------
  148. Now that we have a fragment function, let's write a vertex function.
  149. Use the vertex function to calculate where on the screen each vertex should end
  150. up.
  151. The most important variable in the vertex function is ``VERTEX``. Initially, it
  152. specifies the vertex coordinates in your model, but you also write to it to
  153. determine where to actually draw those vertices. ``VERTEX`` is a ``vec2`` that
  154. is initially presented in local-space (i.e. not relative to the camera,
  155. viewport, or parent nodes).
  156. You can offset the vertices by directly adding to ``VERTEX``.
  157. .. code-block:: glsl
  158. void vertex() {
  159. VERTEX += vec2(10.0, 0.0);
  160. }
  161. Combined with the ``TIME`` built-in variable, this can be used for basic
  162. animation.
  163. .. code-block:: glsl
  164. void vertex() {
  165. // Animate Sprite2D moving in big circle around its location
  166. VERTEX += vec2(cos(TIME)*100.0, sin(TIME)*100.0);
  167. }
  168. Conclusion
  169. ----------
  170. At their core, shaders do what you have seen so far, they compute ``VERTEX`` and
  171. ``COLOR``. It is up to you to dream up more complex mathematical strategies for
  172. assigning values to those variables.
  173. For inspiration, take a look at some of the more advanced shader tutorials, and
  174. look at other sites like `Shadertoy
  175. <https://www.shadertoy.com/results?query=&sort=popular&from=10&num=4>`_ and `The
  176. Book of Shaders <https://thebookofshaders.com>`_.