123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220 |
- .. _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>`_.
|