Selaa lähdekoodia

[3.x] Add hints and default values to the uniform nodes in visual shader

Yuri Roubinsky 3 vuotta sitten
vanhempi
commit
5b0fe7880e

+ 8 - 0
doc/classes/VisualShaderNodeBooleanUniform.xml

@@ -10,6 +10,14 @@
 	</tutorials>
 	<methods>
 	</methods>
+	<members>
+		<member name="default_value" type="bool" setter="set_default_value" getter="get_default_value" default="false">
+			A default value to be assigned within the shader.
+		</member>
+		<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+			Enables usage of the [member default_value].
+		</member>
+	</members>
 	<constants>
 	</constants>
 </class>

+ 8 - 0
doc/classes/VisualShaderNodeColorUniform.xml

@@ -10,6 +10,14 @@
 	</tutorials>
 	<methods>
 	</methods>
+	<members>
+		<member name="default_value" type="Color" setter="set_default_value" getter="get_default_value" default="Color( 1, 1, 1, 1 )">
+			A default value to be assigned within the shader.
+		</member>
+		<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+			Enables usage of the [member default_value].
+		</member>
+	</members>
 	<constants>
 	</constants>
 </class>

+ 32 - 0
doc/classes/VisualShaderNodeScalarUniform.xml

@@ -8,6 +8,38 @@
 	</tutorials>
 	<methods>
 	</methods>
+	<members>
+		<member name="default_value" type="float" setter="set_default_value" getter="get_default_value" default="0.0">
+			A default value to be assigned within the shader.
+		</member>
+		<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+			Enables usage of the [member default_value].
+		</member>
+		<member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeScalarUniform.Hint" default="0">
+			A hint applied to the uniform, which controls the values it can take when set through the inspector.
+		</member>
+		<member name="max" type="float" setter="set_max" getter="get_max" default="1.0">
+			Minimum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
+		</member>
+		<member name="min" type="float" setter="set_min" getter="get_min" default="0.0">
+			Maximum value for range hints. Used if [member hint] is set to [constant HINT_RANGE] or [constant HINT_RANGE_STEP].
+		</member>
+		<member name="step" type="float" setter="set_step" getter="get_step" default="0.1">
+			Step (increment) value for the range hint with step. Used if [member hint] is set to [constant HINT_RANGE_STEP].
+		</member>
+	</members>
 	<constants>
+		<constant name="HINT_NONE" value="0" enum="Hint">
+			No hint used.
+		</constant>
+		<constant name="HINT_RANGE" value="1" enum="Hint">
+			A range hint for scalar value, which limits possible input values between [member min] and [member max]. Translated to [code]hint_range(min, max)[/code] in shader code.
+		</constant>
+		<constant name="HINT_RANGE_STEP" value="2" enum="Hint">
+			A range hint for scalar value with step, which limits possible input values between [member min] and [member max], with a step (increment) of [member step]). Translated to [code]hint_range(min, max, step)[/code] in shader code.
+		</constant>
+		<constant name="HINT_MAX" value="3" enum="Hint">
+			Represents the size of the [enum Hint] enum.
+		</constant>
 	</constants>
 </class>

+ 8 - 0
doc/classes/VisualShaderNodeTransformUniform.xml

@@ -10,6 +10,14 @@
 	</tutorials>
 	<methods>
 	</methods>
+	<members>
+		<member name="default_value" type="Transform" setter="set_default_value" getter="get_default_value" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
+			A default value to be assigned within the shader.
+		</member>
+		<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+			Enables usage of the [member default_value].
+		</member>
+	</members>
 	<constants>
 	</constants>
 </class>

+ 8 - 0
doc/classes/VisualShaderNodeVec3Uniform.xml

@@ -10,6 +10,14 @@
 	</tutorials>
 	<methods>
 	</methods>
+	<members>
+		<member name="default_value" type="Vector3" setter="set_default_value" getter="get_default_value" default="Vector3( 0, 0, 0 )">
+			A default value to be assigned within the shader.
+		</member>
+		<member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false">
+			Enables usage of the [member default_value].
+		</member>
+	</members>
 	<constants>
 	</constants>
 </class>

+ 54 - 25
editor/plugins/visual_shader_editor_plugin.cpp

@@ -589,21 +589,25 @@ void VisualShaderEditor::_update_graph() {
 		}
 
 		Ref<VisualShaderNodeUniform> uniform = vsnode;
+		HBoxContainer *uniform_hbox = nullptr;
+
 		if (uniform.is_valid()) {
 			graph->add_child(node);
 			_update_created_node(node);
 
 			LineEdit *uniform_name = memnew(LineEdit);
+			uniform_name->set_h_size_flags(SIZE_EXPAND_FILL);
 			uniform_name->set_text(uniform->get_uniform_name());
-			node->add_child(uniform_name);
 			uniform_name->connect("text_entered", this, "_line_edit_changed", varray(uniform_name, nodes[n_i]));
 			uniform_name->connect("focus_exited", this, "_line_edit_focus_out", varray(uniform_name, nodes[n_i]));
 
-			if (vsnode->get_input_port_count() == 0 && vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
-				//shortcut
-				VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
-				node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
-				continue;
+			if (vsnode->get_output_port_count() == 1 && vsnode->get_output_port_name(0) == "") {
+				uniform_hbox = memnew(HBoxContainer);
+				uniform_hbox->add_constant_override("separation", 7 * EDSCALE);
+				uniform_hbox->add_child(uniform_name);
+				node->add_child(uniform_hbox);
+			} else {
+				node->add_child(uniform_name);
 			}
 			port_offset++;
 		}
@@ -615,12 +619,14 @@ void VisualShaderEditor::_update_graph() {
 			}
 		}
 
-		if (custom_editor && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
-			//will be embedded in first port
-		} else if (custom_editor) {
-			port_offset++;
-			node->add_child(custom_editor);
-			custom_editor = nullptr;
+		if (custom_editor) {
+			if (uniform_hbox == nullptr && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
+				//will be embedded in first port
+			} else {
+				port_offset++;
+				node->add_child(custom_editor);
+				custom_editor = nullptr;
+			}
 		}
 
 		if (is_group) {
@@ -675,8 +681,15 @@ void VisualShaderEditor::_update_graph() {
 				port_right = vsnode->get_output_port_type(i);
 			}
 
-			HBoxContainer *hb = memnew(HBoxContainer);
-			hb->add_constant_override("separation", 7 * EDSCALE);
+			HBoxContainer *hb = nullptr;
+			bool is_uniform_hbox = false;
+			if (i == 0 && uniform_hbox != nullptr) {
+				hb = uniform_hbox;
+				is_uniform_hbox = true;
+			} else {
+				hb = memnew(HBoxContainer);
+				hb->add_constant_override("separation", 7 * EDSCALE);
+			}
 
 			Variant default_value;
 
@@ -756,7 +769,7 @@ void VisualShaderEditor::_update_graph() {
 					}
 				}
 
-				if (!is_group) {
+				if (!is_group && !is_uniform_hbox) {
 					hb->add_spacer();
 				}
 
@@ -786,10 +799,12 @@ void VisualShaderEditor::_update_graph() {
 						type_box->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
 						type_box->connect("item_selected", this, "_change_output_port_type", varray(nodes[n_i], i), CONNECT_DEFERRED);
 					} else {
-						Label *label = memnew(Label);
-						label->set_text(name_right);
-						label->add_style_override("normal", label_style); //more compact
-						hb->add_child(label);
+						if (name_right != "") {
+							Label *label = memnew(Label);
+							label->set_text(name_right);
+							label->add_style_override("normal", label_style); //more compact
+							hb->add_child(label);
+						}
 					}
 				}
 			}
@@ -816,9 +831,12 @@ void VisualShaderEditor::_update_graph() {
 				port_offset++;
 			}
 
-			node->add_child(hb);
-
-			node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
+			int idx = 0;
+			if (!is_uniform_hbox) {
+				node->add_child(hb);
+				idx = i + port_offset;
+			}
+			node->set_slot(idx, valid_left, port_left, type_color[port_left], valid_right, port_right, type_color[port_right]);
 		}
 
 		if (vsnode->get_output_port_for_preview() >= 0) {
@@ -3046,9 +3064,9 @@ public:
 			} else {
 				undo_redo->add_undo_method(this, "_open_inspector", (RES)parent_resource.ptr());
 			}
-			undo_redo->add_do_method(this, "_refresh_request");
-			undo_redo->add_undo_method(this, "_refresh_request");
 		}
+		undo_redo->add_do_method(this, "_refresh_request");
+		undo_redo->add_undo_method(this, "_refresh_request");
 		undo_redo->commit_action();
 
 		updating = false;
@@ -3086,7 +3104,18 @@ public:
 		properties = p_properties;
 
 		for (int i = 0; i < p_properties.size(); i++) {
-			add_child(p_properties[i]);
+			HBoxContainer *hbox = memnew(HBoxContainer);
+			hbox->set_h_size_flags(SIZE_EXPAND_FILL);
+			add_child(hbox);
+
+			if (p_node->is_show_prop_names()) {
+				Label *prop_name = memnew(Label);
+				prop_name->set_text(String(p_names[i]).capitalize() + ":");
+				hbox->add_child(prop_name);
+			}
+
+			p_properties[i]->set_h_size_flags(SIZE_EXPAND_FILL);
+			hbox->add_child(p_properties[i]);
 
 			bool res_prop = Object::cast_to<EditorPropertyResource>(p_properties[i]);
 			if (res_prop) {

+ 8 - 0
scene/resources/visual_shader.cpp

@@ -96,6 +96,10 @@ bool VisualShaderNode::is_code_generated() const {
 	return true;
 }
 
+bool VisualShaderNode::is_show_prop_names() const {
+	return false;
+}
+
 Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
 	return Vector<VisualShader::DefaultTextureParam>();
 }
@@ -2334,6 +2338,10 @@ void VisualShaderNodeUniform::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
 }
 
+bool VisualShaderNodeUniform::is_show_prop_names() const {
+	return true;
+}
+
 VisualShaderNodeUniform::VisualShaderNodeUniform() {
 }
 

+ 3 - 0
scene/resources/visual_shader.h

@@ -221,6 +221,7 @@ public:
 	virtual bool is_generate_input_var(int p_port) const;
 
 	virtual bool is_code_generated() const;
+	virtual bool is_show_prop_names() const;
 
 	virtual Vector<StringName> get_editable_properties() const;
 
@@ -388,6 +389,8 @@ public:
 	void set_global_code_generated(bool p_enabled);
 	bool is_global_code_generated() const;
 
+	virtual bool is_show_prop_names() const;
+
 	void set_uniform_name(const String &p_name);
 	String get_uniform_name() const;
 

+ 346 - 5
scene/resources/visual_shader_nodes.cpp

@@ -3019,14 +3019,152 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
 }
 
 String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	return "uniform float " + get_uniform_name() + ";\n";
+	String code = "uniform float " + get_uniform_name();
+	if (hint == HINT_RANGE) {
+		code += " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
+	} else if (hint == HINT_RANGE_STEP) {
+		code += " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
+	}
+	if (default_value_enabled) {
+		code += " = " + rtos(default_value);
+	}
+	code += ";\n";
+	return code;
 }
 
 String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 }
 
+void VisualShaderNodeScalarUniform::set_hint(Hint p_hint) {
+	ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
+	if (hint == p_hint) {
+		return;
+	}
+	hint = p_hint;
+	emit_changed();
+}
+
+VisualShaderNodeScalarUniform::Hint VisualShaderNodeScalarUniform::get_hint() const {
+	return hint;
+}
+
+void VisualShaderNodeScalarUniform::set_min(float p_value) {
+	if (Math::is_equal_approx(hint_range_min, p_value)) {
+		return;
+	}
+	hint_range_min = p_value;
+	emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_min() const {
+	return hint_range_min;
+}
+
+void VisualShaderNodeScalarUniform::set_max(float p_value) {
+	if (Math::is_equal_approx(hint_range_max, p_value)) {
+		return;
+	}
+	hint_range_max = p_value;
+	emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_max() const {
+	return hint_range_max;
+}
+
+void VisualShaderNodeScalarUniform::set_step(float p_value) {
+	if (Math::is_equal_approx(hint_range_step, p_value)) {
+		return;
+	}
+	hint_range_step = p_value;
+	emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_step() const {
+	return hint_range_step;
+}
+
+void VisualShaderNodeScalarUniform::set_default_value_enabled(bool p_default_value_enabled) {
+	if (default_value_enabled == p_default_value_enabled) {
+		return;
+	}
+	default_value_enabled = p_default_value_enabled;
+	emit_changed();
+}
+
+bool VisualShaderNodeScalarUniform::is_default_value_enabled() const {
+	return default_value_enabled;
+}
+
+void VisualShaderNodeScalarUniform::set_default_value(float p_default_value) {
+	if (Math::is_equal_approx(default_value, p_default_value)) {
+		return;
+	}
+	default_value = p_default_value;
+	emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_default_value() const {
+	return default_value;
+}
+
+Vector<StringName> VisualShaderNodeScalarUniform::get_editable_properties() const {
+	Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+	props.push_back("hint");
+	if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
+		props.push_back("min");
+		props.push_back("max");
+	}
+	if (hint == HINT_RANGE_STEP) {
+		props.push_back("step");
+	}
+	props.push_back("default_value_enabled");
+	if (default_value_enabled) {
+		props.push_back("default_value");
+	}
+	return props;
+}
+
+void VisualShaderNodeScalarUniform::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeScalarUniform::set_hint);
+	ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeScalarUniform::get_hint);
+
+	ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeScalarUniform::set_min);
+	ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeScalarUniform::get_min);
+
+	ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeScalarUniform::set_max);
+	ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeScalarUniform::get_max);
+
+	ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeScalarUniform::set_step);
+	ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeScalarUniform::get_step);
+
+	ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeScalarUniform::set_default_value_enabled);
+	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeScalarUniform::is_default_value_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeScalarUniform::set_default_value);
+	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeScalarUniform::get_default_value);
+
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "min"), "set_min", "get_min");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "max"), "set_max", "get_max");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "step"), "set_step", "get_step");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "default_value"), "set_default_value", "get_default_value");
+
+	BIND_ENUM_CONSTANT(HINT_NONE);
+	BIND_ENUM_CONSTANT(HINT_RANGE);
+	BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+	BIND_ENUM_CONSTANT(HINT_MAX);
+}
+
 VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
+	hint = HINT_NONE;
+	hint_range_min = 0.0f;
+	hint_range_max = 1.0f;
+	hint_range_step = 0.1f;
+	default_value_enabled = false;
+	default_value = 0.0f;
 }
 
 ////////////// Boolean Uniform
@@ -3060,14 +3198,69 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
 }
 
 String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	return "uniform bool " + get_uniform_name() + ";\n";
+	String code = "uniform bool " + get_uniform_name();
+	if (default_value_enabled) {
+		if (default_value) {
+			code += " = true";
+		} else {
+			code += " = false";
+		}
+	}
+	code += ";\n";
+	return code;
 }
 
 String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 }
 
+void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
+	if (default_value_enabled == p_default_value_enabled) {
+		return;
+	}
+	default_value_enabled = p_default_value_enabled;
+	emit_changed();
+}
+
+bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
+	return default_value_enabled;
+}
+
+void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
+	if (default_value == p_default_value) {
+		return;
+	}
+	default_value = p_default_value;
+	emit_changed();
+}
+
+bool VisualShaderNodeBooleanUniform::get_default_value() const {
+	return default_value;
+}
+
+void VisualShaderNodeBooleanUniform::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
+	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
+	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
+
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
+}
+
+Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
+	Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+	props.push_back("default_value_enabled");
+	if (default_value_enabled) {
+		props.push_back("default_value");
+	}
+	return props;
+}
+
 VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
+	default_value_enabled = false;
+	default_value = false;
 }
 
 ////////////// Color Uniform
@@ -3101,7 +3294,12 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
 }
 
 String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
+	String code = "uniform vec4 " + get_uniform_name() + " : hint_color";
+	if (default_value_enabled) {
+		code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
+	}
+	code += ";\n";
+	return code;
 }
 
 String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
@@ -3110,7 +3308,53 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh
 	return code;
 }
 
+void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
+	if (default_value_enabled == p_enabled) {
+		return;
+	}
+	default_value_enabled = p_enabled;
+	emit_changed();
+}
+
+bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
+	return default_value_enabled;
+}
+
+void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
+	if (default_value.is_equal_approx(p_value)) {
+		return;
+	}
+	default_value = p_value;
+	emit_changed();
+}
+
+Color VisualShaderNodeColorUniform::get_default_value() const {
+	return default_value;
+}
+
+void VisualShaderNodeColorUniform::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
+	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
+	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
+
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
+}
+
+Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
+	Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+	props.push_back("default_value_enabled");
+	if (default_value_enabled) {
+		props.push_back("default_value");
+	}
+	return props;
+}
+
 VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
+	default_value_enabled = false;
+	default_value = Color(1.0, 1.0, 1.0, 1.0);
 }
 
 ////////////// Vector Uniform
@@ -3144,14 +3388,58 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
 }
 
 String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	return "uniform vec3 " + get_uniform_name() + ";\n";
+	String code = "uniform vec3 " + get_uniform_name();
+	if (default_value_enabled) {
+		code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
+	}
+	code += ";\n";
+	return code;
 }
 
 String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 }
 
+void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
+	default_value_enabled = p_enabled;
+	emit_changed();
+}
+
+bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
+	return default_value_enabled;
+}
+
+void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
+	default_value = p_value;
+	emit_changed();
+}
+
+Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
+	return default_value;
+}
+
+void VisualShaderNodeVec3Uniform::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
+	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
+	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
+
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
+}
+
+Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
+	Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+	props.push_back("default_value_enabled");
+	if (default_value_enabled) {
+		props.push_back("default_value");
+	}
+	return props;
+}
+
 VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
+	default_value_enabled = false;
 }
 
 ////////////// Transform Uniform
@@ -3185,14 +3473,63 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
 }
 
 String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-	return "uniform mat4 " + get_uniform_name() + ";\n";
+	String code = "uniform mat4 " + get_uniform_name();
+	if (default_value_enabled) {
+		Vector3 row0 = default_value.basis.get_row(0);
+		Vector3 row1 = default_value.basis.get_row(1);
+		Vector3 row2 = default_value.basis.get_row(2);
+		Vector3 origin = default_value.origin;
+		code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
+	}
+	code += ";\n";
+	return code;
 }
 
 String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 }
 
+void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
+	default_value_enabled = p_enabled;
+	emit_changed();
+}
+
+bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
+	return default_value_enabled;
+}
+
+void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
+	default_value = p_value;
+	emit_changed();
+}
+
+Transform VisualShaderNodeTransformUniform::get_default_value() const {
+	return default_value;
+}
+
+void VisualShaderNodeTransformUniform::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
+	ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
+
+	ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
+	ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
+
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+	ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
+}
+
+Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
+	Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+	props.push_back("default_value_enabled");
+	if (default_value_enabled) {
+		props.push_back("default_value");
+	}
+	return props;
+}
+
 VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
+	default_value_enabled = false;
+	default_value = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
 }
 
 ////////////// Texture Uniform
@@ -3247,6 +3584,10 @@ bool VisualShaderNodeTextureUniform::is_code_generated() const {
 	return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
 }
 
+bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
+	return false;
+}
+
 String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = "uniform sampler2D " + get_uniform_name();
 

+ 102 - 0
scene/resources/visual_shader_nodes.h

@@ -1301,6 +1301,25 @@ public:
 class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
 	GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform);
 
+public:
+	enum Hint {
+		HINT_NONE,
+		HINT_RANGE,
+		HINT_RANGE_STEP,
+		HINT_MAX,
+	};
+
+private:
+	Hint hint = HINT_NONE;
+	float hint_range_min;
+	float hint_range_max;
+	float hint_range_step;
+	bool default_value_enabled;
+	float default_value;
+
+protected:
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const;
 
@@ -1315,14 +1334,43 @@ public:
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
+	void set_hint(Hint p_hint);
+	Hint get_hint() const;
+
+	void set_min(float p_value);
+	float get_min() const;
+
+	void set_max(float p_value);
+	float get_max() const;
+
+	void set_step(float p_value);
+	float get_step() const;
+
+	void set_default_value_enabled(bool p_enabled);
+	bool is_default_value_enabled() const;
+
+	void set_default_value(float p_value);
+	float get_default_value() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
 	VisualShaderNodeScalarUniform();
 };
 
+VARIANT_ENUM_CAST(VisualShaderNodeScalarUniform::Hint)
+
 ///////////////////////////////////////
 
 class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
 	GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
 
+private:
+	bool default_value_enabled;
+	bool default_value;
+
+protected:
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const;
 
@@ -1337,6 +1385,14 @@ public:
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
+	void set_default_value_enabled(bool p_enabled);
+	bool is_default_value_enabled() const;
+
+	void set_default_value(bool p_value);
+	bool get_default_value() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
 	VisualShaderNodeBooleanUniform();
 };
 
@@ -1345,6 +1401,13 @@ public:
 class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
 	GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
 
+private:
+	bool default_value_enabled;
+	Color default_value;
+
+protected:
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const;
 
@@ -1359,6 +1422,14 @@ public:
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
+	void set_default_value_enabled(bool p_enabled);
+	bool is_default_value_enabled() const;
+
+	void set_default_value(const Color &p_value);
+	Color get_default_value() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
 	VisualShaderNodeColorUniform();
 };
 
@@ -1367,6 +1438,13 @@ public:
 class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
 	GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
 
+private:
+	bool default_value_enabled;
+	Vector3 default_value;
+
+protected:
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const;
 
@@ -1381,6 +1459,14 @@ public:
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
+	void set_default_value_enabled(bool p_enabled);
+	bool is_default_value_enabled() const;
+
+	void set_default_value(const Vector3 &p_value);
+	Vector3 get_default_value() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
 	VisualShaderNodeVec3Uniform();
 };
 
@@ -1389,6 +1475,13 @@ public:
 class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
 	GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
 
+private:
+	bool default_value_enabled;
+	Transform default_value;
+
+protected:
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const;
 
@@ -1403,6 +1496,14 @@ public:
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
+	void set_default_value_enabled(bool p_enabled);
+	bool is_default_value_enabled() const;
+
+	void set_default_value(const Transform &p_value);
+	Transform get_default_value() const;
+
+	virtual Vector<StringName> get_editable_properties() const;
+
 	VisualShaderNodeTransformUniform();
 };
 
@@ -1447,6 +1548,7 @@ public:
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
 	virtual bool is_code_generated() const;
+	virtual bool is_show_prop_names() const;
 
 	Vector<StringName> get_editable_properties() const;