VisualShaderNodeCompare in Godot – Complete Guide

When delving into the realm of game development, understanding the intricacies behind visual effects and animation can elevate your games from good to truly immersive experiences. Among the many tools at the disposal of game creators, the VisualShaderNodeCompare class in Godot 4 stands out as a particularly powerful instrument for adding dynamic visual elements to your games. This versatile node allows developers to create complex logic based on comparisons, which can translate into intricate visual outcomes.

What is VisualShaderNodeCompare?

The VisualShaderNodeCompare is a functional node within the Godot 4 engine’s visual shader graph. A visual shader graph is a user-friendly way to create shaders, which are programs that run on the GPU to control the final look of your scenes. In essence, VisualShaderNodeCompare is designed to make comparisons between different types of values or vectors, resulting in a boolean output. This functionality can be incredibly useful in a myriad of scenarios, from altering visuals based on the player’s actions to adjusting effects in response to environmental factors.

What is VisualShaderNodeCompare used for?

This node is incredibly versatile, with uses ranging from gameplay mechanics to real-time visual effects. For example, you could use it to compare the height of a character against a threshold to determine if they can pass under an obstacle or to compare light intensity in a scene and adjust an object’s visual properties accordingly. It essentially provides an ‘if’ statement for visual shaders, allowing for conditional rendering and interaction.

Why should I learn to use VisualShaderNodeCompare?

Comprehending and utilizing the VisualShaderNodeCompare broadens your Godot toolkit, enabling you to create richer and more responsive game environments. Not only does it serve as a stepping stone into the world of shaders, but it also equips you with the knowledge to manipulate visuals programmatically, a skill highly sought after in the industry. Whether you’re a beginner looking to enhance your first project or an experienced developer fine-tuning aesthetics, mastering VisualShaderNodeCompare can make all the difference in your game development journey.

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Basic Usage of VisualShaderNodeCompare

Let’s start with a simple example where we use VisualShaderNodeCompare to change the color of a material if it’s above a certain height in the game world. This effect can be useful for changing the top of a landscape to a snowy white when above a certain altitude.

// First, create a new VisualShader and add a VisualShaderNodeCompare
var compare =

// Set the operation type (e.g., Greater Than)
compare.operation = VisualShaderNodeCompare.OPERATION_GREATER_THAN

// Set the type of comparison (here we are using Scalar for single-value comparisons)
compare.type = VisualShaderNodeCompare.TYPE_SCALAR

// Connect your height value to the 'A' port
var height_input =
height_input.input_name = "world_position"
shader.add_node(height_input, Vector2(100, 150))
shader.add_node(compare, Vector2(200, 150))
shader.node_connect(height_input, "output", compare, "a")

// Connect your height threshold to the 'B' port
var height_threshold =
height_threshold.constant = 10.0
shader.add_node(height_threshold, Vector2(100, 200))
shader.node_connect(height_threshold, "output", compare, "b")

In this example, we compare the world position’s height to a constant value. If the position’s height is greater than our threshold, the comparison will result in ‘true’.

Handling the Output with a VisualShaderNodeOutput

Now let’s manage the output from our comparison to modify the material color. If the comparison is true, we will set the color to white; otherwise, it will be the default color.

// Create an output node for the fragment shader
var output =
output.output_name = "color"
shader.add_node(output, Vector2(400, 150))

// Create a color constant for the 'true' result (white)
var color_true =
color_true.constant = Color(1.0, 1.0, 1.0) // White
shader.add_node(color_true, Vector2(300, 100))

// Create a color constant for the 'false' result (default color)
var color_false =
color_false.constant = Color(0.5, 0.5, 0.5) // Grey
shader.add_node(color_false, Vector2(300, 200))

// Mix the colors based on the result of the comparison
var mix_node =
shader.add_node(mix_node, Vector2(350, 150))
shader.node_connect(compare, "output", mix_node, "ratio")
shader.node_connect(color_true, "output", mix_node, "input2")
shader.node_connect(color_false, "output", mix_node, "input1")

// Connect the mixed color to the shader output
shader.node_connect(mix_node, "output", output, "color")

In the snippet above, we’re taking the boolean output of our VisualShaderNodeCompare to mix between two colors. We then feed the result into the shader output, which will determine the color of our material on the screen.

VisualShaderNodeCompare with Textures

The VisualShaderNodeCompare can also be used in combination with textures. Let’s say you want a certain texture to appear only when an object is at a certain distance from the camera.

// Assume you have a texture you want to display
var texture =
texture.texture = preload("res://path_to_your_texture.png")
shader.add_node(texture, Vector2(100, 300))

// Create the comparison node
var compare_distance =
shader.add_node(compare_distance, Vector2(200, 300))

// Input the camera distance to 'A' and set the distance threshold to 'B'
var camera_distance_input =
camera_distance_input.input_name = "camera_distance"
shader.add_node(camera_distance_input, Vector2(100, 350))
shader.node_connect(camera_distance_input, "output", compare_distance, "a")

var distance_threshold =
distance_threshold.constant = 20.0
shader.add_node(distance_threshold, Vector2(100, 400))
shader.node_connect(distance_threshold, "output", compare_distance, "b")

// Depending on the comparison result, choose to display the texture or a default color
var mix_texture =
shader.add_node(mix_texture, Vector2(350, 300))
shader.node_connect(compare_distance, "output", mix_texture, "ratio")
shader.node_connect(texture, "output", mix_texture, "input2")

var base_color =
base_color.constant = Color(0.2, 0.2, 0.2) // Dark Grey
shader.add_node(base_color, Vector2(300, 400))
shader.node_connect(base_color, "output", mix_texture, "input1")

// Connect to the shader's fragment output
shader.node_connect(mix_texture, "output", output, "color")

This example takes advantage of the distance between the camera and the object, determining if a texture will appear on the object only when within a certain range.

Enhancing Visual Effects with VisualShaderNodeCompare

Finally, let’s use VisualShaderNodeCompare to enhance the realism of lighting on a surface. We can compare the angle between a surface’s normal and the light direction to simulate a fresnel effect, creating a realistic-looking rim light.

// Set up the nodes necessary for computing the dot product between light direction and the surface normal
var light_dir =
light_dir.input_name = "light_direction"
shader.add_node(light_dir, Vector2(100, 500))

var surface_normal =
surface_normal.input_name = "normal"
shader.add_node(surface_normal, Vector2(100, 550))

var dot_product =
shader.add_node(dot_product, Vector2(200, 525))
shader.node_connect(light_dir, "output", dot_product, "input1")
shader.node_connect(surface_normal, "output", dot_product, "input2")

// Compare the dot product result with our fresnel threshold
var fresnel_compare =
shader.add_node(fresnel_compare, Vector2(300, 525))
var fresnel_threshold =
fresnel_threshold.constant = 0.8
shader.add_node(fresnel_threshold, Vector2(200, 570))
shader.node_connect(fresnel_threshold, "output", fresnel_compare, "b")

// Connect the dot product to 'A'
shader.node_connect(dot_product, "output", fresnel_compare, "a")

// Depending on the comparison, mix the base color with the bright rim color
var mix_rim_light =
shader.add_node(mix_rim_light, Vector2(450, 525))
shader.node_connect(fresnel_compare, "output", mix_rim_light, "ratio")
shader.node_connect(base_color, "output", mix_rim_light, "input1")

var rim_light_color =
rim_light_color.constant = Color(1.0, 0.8, 0.5) // Warm light color
shader.add_node(rim_light_color, Vector2(400, 470))
shader.node_connect(rim_light_color, "output", mix_rim_light, "input2")

// Connect to the shader's fragment output
shader.node_connect(mix_rim_light, "output", output, "color")

Through this fresnel effect setup, we can create a highlighted rim around our objects that face away from the light, adding depth and realism to our scene. Mastering these techniques with VisualShaderNodeCompare can greatly enhance the visual appeal of your games.

Continuing with more advanced examples, we’ll delve into how VisualShaderNodeCompare can be used to drive animations and even influence gameplay mechanics through visual feedback.

Let’s imagine we want certain objects to glow when a player’s character is close to them, indicating interactivity. This effect can be achieved by comparing the distance between the player and the object.

// Assume a player position input is available
var player_position =
player_position.input_name = "player_position"
shader.add_node(player_position, Vector2(100, 600))

// Calculate the distance between the player and the object
var object_position =
object_position.input_name = "world_position"
shader.add_node(object_position, Vector2(100, 650))

var distance =
shader.add_node(distance, Vector2(200, 625))
shader.node_connect(player_position, "output", distance, "vector1")
shader.node_connect(object_position, "output", distance, "vector2")

// Utilize the compare node to check if the distance is within an interactive range
var interact_distance_compare =
interact_distance_compare.operation = VisualShaderNodeCompare.OPERATION_LESS_THAN
shader.add_node(interact_distance_compare, Vector2(300, 625))

var interaction_range =
interaction_range.constant = 5.0  // Interaction range distance
shader.add_node(interaction_range, Vector2(200, 675))
shader.node_connect(interaction_range, "output", interact_distance_compare, "b")
shader.node_connect(distance, "output", interact_distance_compare, "a")

// Create a glow effect based on the comparison result
var emission_output =
emission_output.output_name = "emission"
shader.add_node(emission_output, Vector2(550, 625))

var glow_color =
glow_color.constant = Color(1.0, 0.8, 0)  // A glowing yellow color
shader.add_node(glow_color, Vector2(450, 600))

// Connect color to emission only if the player is within interaction range
shader.node_connect(interact_distance_compare, "output", mix_rim_light, "ratio")
shader.node_connect(glow_color, "output", mix_rim_light, "input2")
shader.node_connect(base_color, "output", mix_rim_light, "input1")

// Connect the mixed color to the emission output
shader.node_connect(mix_rim_light, "output", emission_output, "emission")

Adjusting visual elements based on time can create dynamic environments and give the impression of a living world. Let’s see how we can make light intensity change based on the time of day.

// Get the time of day from the game world - let's say it's a value between 0.0 (midnight) and 1.0 (next midnight)
var time_of_day =
time_of_day.input_name = "time_of_day"
shader.add_node(time_of_day, Vector2(100, 750))

// Create thresholds for dawn and dusk
var dawn_time =
dawn_time.constant = 0.25  // Dawn time
shader.add_node(dawn_time, Vector2(200, 750))

var dusk_time =
dusk_time.constant = 0.75  // Dusk time
shader.add_node(dusk_time, Vector2(200, 800))

// Compare the time of day to determine whether it is day or night
var is_daytime =
shader.add_node(is_daytime, Vector2(300, 775))
shader.node_connect(time_of_day, "output", is_daytime, "a")
shader.node_connect(dawn_time, "output", is_daytime, "b")
is_daytime.operation = VisualShaderNodeCompare.OPERATION_GREATER_THAN

var is_nighttime =
shader.add_node(is_nighttime, Vector2(400, 775))
shader.node_connect(time_of_day, "output", is_nighttime, "a")
shader.node_connect(dusk_time, "output", is_nighttime, "b")
is_nighttime.operation = VisualShaderNodeCompare.OPERATION_LESS_THAN

// Output to modify the light intensity or the color based on day or night
var light_intensity_output =
light_intensity_output.output_name = "albedo"
shader.add_node(light_intensity_output, Vector2(700, 775))

var day_color =
day_color.constant = Color(1.0, 1.0, 0.8)  // Daylight color
shader.add_node(day_color, Vector2(500, 750))

var night_color =
night_color.constant = Color(0.0, 0.0, 0.3)  // Night color
shader.add_node(night_color, Vector2(500, 800))

// Mix both day and night colors based on whether it's currently day or night
var color_mix =
shader.add_node(color_mix, Vector2(600, 775))
shader.node_connect(is_daytime, "output", color_mix, "ratio")
shader.node_connect(day_color, "output", color_mix, "input2")
shader.node_connect(night_color, "output", color_mix, "input1")

// Connect the mixed color to light intensity output
shader.node_connect(color_mix, "output", light_intensity_output, "color

These examples show the power and versatility of VisualShaderNodeCompare in driving both visuals and gameplay elements in Godot 4. By mastering nodes like this, you unlock the potential to create dynamic, responsive, and aesthetically pleasing game experiences that resonate with players.We have explored how the VisualShaderNodeCompare can be used to influence visual outputs based on different conditions. Now, let’s examine how it can be used to create more complex gameplay mechanics.

Suppose we want to change the environmental effects, such as making water look frozen when the temperature drops below a certain point. We can compare the environmental temperature against a freeze point to dynamically change the visual properties of our water material.

// Environmental temperature input
var temp_input =
temp_input.input_name = "environmental_temperature"
shader.add_node(temp_input, Vector2(100, 900))

// Freeze point constant
var freeze_point =
freeze_point.constant = 0.0  // Water freezes at 0 degrees Celsius
shader.add_node(freeze_point, Vector2(100, 950))

// Compare the temperature to the freeze point
var temp_compare =
temp_compare.operation = VisualShaderNodeCompare.OPERATION_LESS_THAN
shader.add_node(temp_compare, Vector2(200, 925))
shader.node_connect(temp_input, "output", temp_compare, "a")
shader.node_connect(freeze_point, "output", temp_compare, "b")

// Outputs for water material change
var water_output =
water_output.output_name = "albedo"
shader.add_node(water_output, Vector2(550, 925))

// Textures for normal water and frozen water
var water_texture =
shader.add_node(water_texture, Vector2(300, 900))
water_texture.texture = preload("res://textures/water_texture.png")

var ice_texture =
shader.add_node(ice_texture, Vector2(300, 950))
ice_texture.texture = preload("res://textures/ice_texture.png")

// Mix the textures based on the temperature comparison
var texture_mix =
shader.add_node(texture_mix, Vector2(450, 925))
shader.node_connect(temp_compare, "output", texture_mix, "ratio")
shader.node_connect(water_texture, "output", texture_mix, "input2") // Normal water texture
shader.node_connect(ice_texture, "output", texture_mix, "input1") // Ice texture

// Connect the mixed texture to the water output
shader.node_connect(texture_mix, "output", water_output, "color")

Creating dynamic shadows that respond to different light sources and their intensities can add realism to your game. Let’s use VisualShaderNodeCompare to simulate such an effect.

// Light intensity input
var light_intensity =
light_intensity.input_name = "light_intensity"
shader.add_node(light_intensity, Vector2(100, 1000))

// Shadow intensity threshold
var shadow_threshold =
shadow_threshold.constant = 0.5  // Midpoint intensity for which to start showing shadows
shader.add_node(shadow_threshold, Vector2(100, 1050))

// Compare light intensity against the threshold
var shadow_intensity_compare =
shadow_intensity_compare.operation = VisualShaderNodeCompare.OPERATION_GREATER_THAN
shader.add_node(shadow_intensity_compare, Vector2(200, 1025))
shader.node_connect(light_intensity, "output", shadow_intensity_compare, "a")
shader.node_connect(shadow_threshold, "output", shadow_intensity_compare, "b")

// Modify the shadow color based on the comparison
var shadow_color_output =
shadow_color_output.output_name = "shadow_color"
shader.add_node(shadow_color_output, Vector2(550, 1025))

var light_shadow_color =
light_shadow_color.constant = Color(0.0, 0.0, 0.0, 0.5) // Semi-transparent black for light shadow
shader.add_node(light_shadow_color, Vector2(300, 1000))

var dark_shadow_color =
dark_shadow_color.constant = Color(0.0, 0.0, 0.0, 1.0) // Opaque black for dark shadow
shader.add_node(dark_shadow_color, Vector2(300, 1050))

var shadow_color_mix =
shader.add_node(shadow_color_mix, Vector2(450, 1025))
shader.node_connect(shadow_intensity_compare, "output", shadow_color_mix, "ratio")
shader.node_connect(light_shadow_color, "output", shadow_color_mix, "input1")
shader.node_connect(dark_shadow_color, "output", shadow_color_mix, "input2")

// Connect the mixed shadow color to the output
shader.node_connect(shadow_color_mix, "output", shadow_color_output, "color")

VisualShaderNodeCompare can also be leveraged to simulate damage on game characters or objects when their health reaches a critical level.

// Health input
var health =
health.input_name = "object_health"
shader.add_node(health, Vector2(100, 1100))

// Critical health threshold
var critical_health =
critical_health.constant = 25.0  // Any health below this value is considered critical
shader.add_node(critical_health, Vector2(100, 1150))

// Check if the health is below the critical threshold
var health_compare =
health_compare.operation = VisualShaderNodeCompare.OPERATION_LESS_THAN
shader.add_node(health_compare, Vector2(200, 1125))
shader.node_connect(health, "output", health_compare, "a")
shader.node_connect(critical_health, "output", health_compare, "b")

// Change the material's emission to simulate damage effect when health is critical
var damage_emission_output =
damage_emission_output.output_name = "emission"
shader.add_node(damage_emission_output, Vector2(550, 1125))

var normal_emission =
normal_emission.constant = Color(0.0, 0.0, 0.0) // No emission for healthy state
shader.add_node(normal_emission, Vector2(300, 1100))

var critical_emission =
critical_emission.constant = Color(1.0, 0.0, 0.0) // Red emission for critical state
shader.add_node(critical_emission, Vector2(300, 1150))

var emission_mix =
shader.add_node(emission_mix, Vector2(450, 1125))
shader.node_connect(health_compare, "output", emission_mix, "ratio")
shader.node_connect(normal_emission, "output", emission_mix, "input1")
shader.node_connect(critical_emission, "output", emission_mix, "input2")

// Connect the emission based on health state to the output
shader.node_connect(emission_mix, "output", damage_emission_output, "color")

These advanced use cases demonstrate the invaluable role of the VisualShaderNodeCompare in Godot 4, affecting not just visuals, but the gameplay experience itself. By integrating such nodes into your shader graphs, you enhance the interactivity and immersion of your game world, creating a memorable impact on players.

Continuing Your Game Development Journey with Godot

Embarking on the path of game development is a thrilling adventure, full of learning and discovery. Having explored the capabilities of VisualShaderNodeCompare in Godot 4, you might be eager to dive deeper into the world of game creation. The next step in your journey is crucial, and it’s paramount to have access to the right resources and guidance to take your skills to the next level.

We at Zenva Academy understand the passion and dedication it takes to become a competent game developer. That’s why our Godot Game Development Mini-Degree offers a structured and comprehensive learning experience. Whether you are a beginner or someone polishing their craft, our courses will empower you with knowledge in various aspects of game development, from mastering the GDScript programming language to creating full-fledged 2D and 3D games.

For a broader exploration of all that Godot has to offer, take a look at our full range of Godot courses. They’re crafted to cater to your growing needs as a developer, providing you with the tools, techniques, and best practices to turn your concepts into reality. By joining our courses, you’re not just gaining knowledge, you’re building a foundation for a career, publishing your own games, and possibly even starting your own business. With our regularly updated curriculum, learning is a continuous process, and we’re here to support you every step of the way.


As you tread the creative and technical paths of game development with Godot 4, remember that every tool and node you master, like the VisualShaderNodeCompare, can be a game-changer—quite literally. The knowledge you’ve gained today is a stepping stone towards building games that are not only visually stunning but also richly interactive and engaging. Keep experimenting, keep learning, and keep pushing the boundaries of what you can create.

Your journey doesn’t have to end here. Dive into our comprehensive Godot Game Development Mini-Degree to transform your newfound skills into robust projects that captivate and challenge players. At Zenva Academy, we’re committed to providing you with expert knowledge and up-to-date course materials that position you at the forefront of game development. Let’s take your creations from dreams to the screens of gamers around the world!

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