Shaders are an essential part of game development, bringing graphics to life with dynamic lighting, shadows, and special effects. In Godot 4, the “VisualShaderNodeCustom” class opens up a realm of possibilities for creative expression and technical artistry.
If you are looking to elevate your game’s visual appeal or want to dive into the intricacies of shader programming, this tutorial will guide you through the power of custom shader nodes in the Godot Engine’s Visual Shader Editor. We’ll start from the basics, exploring what a “VisualShaderNodeCustom” is and its potential uses. So, buckle up as we embark on this journey into the visually stunning universe of shaders in Godot 4.
Table of contents
What is VisualShaderNodeCustom?
The VisualShaderNodeCustom class is a virtual class in Godot Engine that allows developers to define their own custom shader nodes for use within the Visual Shader Editor. This means you can script unique behaviors for shader effects, creating personalized visual outcomes that can be utilized across various materials and objects in your game.
What is it for?
This class is particularly for those who need specific shader functionalities that are not provided out of the box in Godot’s shader library. By creating custom nodes, developers can build reusable shader components that fit their game’s unique aesthetic and performance requirements, enhancing the game’s visuals dramatically.
Why should I learn it?
Learning to implement and utilize VisualShaderNodeCustom can set your game apart by:
– Offering tailored visual effects that better match your game’s theme and mechanics.
– Improving performance by creating optimized shader operations specific to your game’s needs.
– Increasing your shader development skill set, which is a highly sought-after competency in the game development industry.
By the end of this article, you’ll be equipped with the ability to craft your own custom visual shader nodes and integrate them into your Godot projects. Let’s dive into the coding examples and build up your shader toolkit!
Creating Your First Custom Shader Node
Before crafting custom shaders, make sure you are familiar with Godot’s shader language and the basics of visual shaders. Now, let’s start by creating a simple VisualShaderNodeCustom that outputs a fixed color.
extends VisualShaderNodeCustom func _get_name(): return "FixedColor" func _get_category(): return "Custom" func _get_description(): return "Outputs a fixed color." func _get_return_icon_type(): return VisualShaderNode.PORT_TYPE_COLOR func _get_input_port_count(): return 0 func _get_input_port_type(_idx): return TYPE_MAX func _get_output_port_count(): return 1 func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Color" func _get_global_code(_mode): return "" func _get_code(_input_var_names, _output_var_names, _mode): return "%s = vec4(1.0, 0.0, 0.0, 1.0);" % _output_var_names[0]
In this code snippet, we’ve extended the VisualShaderNodeCustom class to create a node that outputs a solid red color (R=1.0, G=0.0, B=0.0, A=1.0). Next, compile this class, and you’ll be able to add this node to any visual shader via the Visual Shader Editor in Godot.
Adding User-Defined Parameters
To make your custom shader node more flexible, you can introduce user-defined parameters. Let’s enhance our FixedColor node to let users pick the color.
extends VisualShaderNodeCustom # Define the parameter var user_color: Color = Color(1.0, 1.0, 1.0, 1.0) setget set_user_color func _get_input_port_count(): return 1 func _get_input_port_type(_idx): return TYPE_COLOR func _get_input_port_name(_idx): return "User Color" func _get_code(_input_var_names, _output_var_names, _mode): return "%s = %s;" % [_output_var_names[0], _input_var_names[0]] func set_user_color(value): user_color = value emit_changed() # Notify the editor about the change
In this example, we’ve added an input port for the user-defined color parameter. The ‘_get_code’ method has been updated to output the user’s chosen color.
Implementing Conditional Logic
Let’s add some conditional logic to our custom shader node. Suppose you want to create a shader node that outputs different colors based on a condition, like a toggle switch provided by the user.
extends VisualShaderNodeCustom var use_second_color: bool = false setget set_use_second_color func _get_input_port_count(): return use_second_color ? 2 : 1 func _get_input_port_type(_idx): return TYPE_COLOR func _get_input_port_name(_idx): if _idx == 0: return "First Color" elif _idx == 1: return "Second Color" func _get_code(_input_var_names, _output_var_names, _mode): if use_second_color: return "%s = %s;" % [_output_var_names[0], _input_var_names[1]] else: return "%s = %s;" % [_output_var_names[0], _input_var_names[0]] func set_use_second_color(value): use_second_color = value emit_changed() # Update the editor
When the ‘use_second_color’ is true, our custom shader node will output the second color; otherwise, it will output the first color provided.
Adding Texture as an Input
Textures are a significant component in shaders. Here’s how to add a texture input to your custom shader node:
extends VisualShaderNodeCustom func _get_input_port_count(): return 2 func _get_input_port_type(_idx): return _idx == 0 ? TYPE_VECTOR : TYPE_SAMPLER func _get_input_port_name(_idx): return _idx == 0 ? "UV" : "Texture" func _get_return_icon_type(): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_code(_input_var_names, _output_var_names, _mode): return "%s = texture(%s, %s);" % [_output_var_names[0], _input_var_names[1], _input_var_names[0]]
This shader node takes a texture and UV coordinates as inputs and samples the texture at those coordinates. The output is the sampled color, which you can use in your material.
Stay tuned for our next part where we will continue to explore more advanced concepts and examples of custom shader nodes in Godot!
Advanced Custom Shader Node Examples
Elevating our custom shader nodes, let’s now focus on more sophisticated shader operations which could be part of a powerful shader toolkit for god-like visuals in Godot.
Manipulating Light
Creating a shader to manipulate light involves modifying the shader’s color output based on the light received by the surface.
extends VisualShaderNodeCustom func _get_input_port_count(): return 3 # Normal, Light, and Diffuse color func _get_input_port_type(_idx): return TYPE_VECTOR func _get_input_port_name(_idx): match _idx: 0: return "Normal" 1: return "Light" 2: return "Diffuse Color" func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Lit Color" func _get_code(_input_var_names, _output_var_names, _mode): return """ vec3 light_dir = normalize(%s); float diff = max(dot(%s, light_dir), 0.0); %s = diff * %s.rgb; """ % [_input_var_names[1], _input_var_names[0], _output_var_names[0], _input_var_names[2]]
In this code, we calculate a simple Lambertian diffuse lighting effect. The output color is scaled based on the dot product between the surface normal and light direction.
Creating a Gradient
Let’s craft a shader that outputs a gradient color based on the UV coordinates of the texture.
extends VisualShaderNodeCustom func _get_input_port_count(): return 2 # Starting Color, Ending Color func _get_input_port_type(_idx): return TYPE_COLOR func _get_input_port_name(_idx): return _idx == 0 ? "Start Color" : "End Color" func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Gradient" func _get_code(_input_var_names, _output_var_names, _mode): return "%s = mix(%s, %s, UV.y);" % [_output_var_names[0], _input_var_names[0],_input_var_names[1]]
The shader uses the built-in `mix` function to interpolate between two colors along the Y axis of the UV coordinates, creating a vertical gradient.
Mixing Textures
Mixing two textures can add depth to your surfaces. Here’s how to blend two textures with a custom shader node.
extends VisualShaderNodeCustom func _get_input_port_count(): return 3 # First Texture, Second Texture, Mix Ratio func _get_input_port_type(_idx): if _idx < 2: return TYPE_SAMPLER else: return TYPE_SCALAR func _get_input_port_name(_idx): match _idx: 0: return "First Texture" 1: return "Second Texture" 2: return "Mix Ratio" func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Mixed Texture" func _get_code(_input_var_names, _output_var_names, _mode): return """ vec4 tex1 = texture(%s, UV); vec4 tex2 = texture(%s, UV); %s = mix(tex1, tex2, %s); """ % [_input_var_names[0], _input_var_names[1], _output_var_names[0], _input_var_names[2]]
This code samples two textures and mixes them based on a user-defined ratio.
Implementing a Wave Distortion
A wave distortion effect can create interesting visuals like water or heat haze. Below is how a shader node can warp UV coordinates for such an effect.
extends VisualShaderNodeCustom func _get_input_port_count(): return 3 # UV, Distortion Amount, Wave Frequency func _get_input_port_type(_idx): return TYPE_VECTOR if _idx == 0 else TYPE_SCALAR func _get_input_port_name(_idx): match _idx: 0: return "UV" 1: return "Distortion" 2: return "Frequency" func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_VECTOR func _get_output_port_name(_idx): return "Distorted UV" func _get_code(_input_var_names, _output_var_names, _mode): return """ %s = %s + vec2(sin(%s.y * %s) * %s, 0.0); """ % [_output_var_names[0], _input_var_names[0], _input_var_names[0], _input_var_names[2], _input_var_names[1]]
With this node, the texture UV’s X-axis is distorted based on a sine wave, controlled by the ‘Distortion’ and ‘Frequency’ inputs.
Tinting with Time
Dynamic shaders can also react to the passage of time. This tinting shader changes color based on game time.
extends VisualShaderNodeCustom func _get_output_port_count(): return 1 # Tinted Color func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Tinted Color" func _get_global_code(_mode): # Define a uniform to get access to shader time return "uniform float time;" func _get_code(_input_var_names, _output_var_names, _mode): return """ float tint_factor = sin(time) * 0.5 + 0.5; %s = vec4(tint_factor, tint_factor, tint_factor, 1.0); """ % _output_var_names[0]
Utilizing the shader ‘time’ input, this node outputs a color that varies from black to white based on the sine of the time, creating a pulsating effect.
These advanced examples should open up a variety of creative pathways to enhance the visual fidelity of your Godot projects. By understanding and utilizing the “VisualShaderNodeCustom” class, sky’s the limit to what you can achieve with shaders in your games.
Join us at Zenva for comprehensive courses to master these techniques and become a pro game developer equipped with the power to conjure those magical visual effects in Godot.Sure, let’s continue expanding our knowledge with additional custom shader nodes that will continue to demonstrate the depth and flexibility of Godot’s visual shader system.
Utilizing Noise for Texture Distortion
Simulating effects like smoke, fire, and water often involves noise. Here’s how to distort a texture using noise to simulate a warping effect.
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extends VisualShaderNodeCustom func _get_input_port_count(): return 2 # Texture, Noise Texture func _get_input_port_type(_idx): return TYPE_SAMPLER func _get_input_port_name(_idx): return _idx == 0 ? "Texture" : "Noise Texture" func _get_output_port_count(): return 1 func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Distorted Texture" func _get_code(_input_var_names, _output_var_names, _mode): return """ vec4 noise = texture(%s, UV); vec2 distorted_uv = UV + (noise.rg - 0.5) * 0.1; %s = texture(%s, distorted_uv); """ % [_input_var_names[1], _output_var_names[0], _input_var_names[0]]
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The shader node uses noise to offset the UV coordinates when sampling the base texture, leading to the distorted effect.
Chromatic Aberration
Recreating the chromatic aberration effect, which can add realism or a certain stylistic touch to your game, can be done with a custom shader node.
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extends VisualShaderNodeCustom func _get_input_port_count(): return 2 # Texture, Aberration Strength func _get_input_port_type(_idx): return TYPE_SAMPLER if _idx == 0 else TYPE_SCALAR func _get_input_port_name(_idx): return _idx == 0 ? "Texture" : "Strength" func _get_output_port_count(): return 1 func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Color" func _get_code(_input_var_names, _output_var_names, _mode): return """ vec2 red_offset = vec2(-%s, 0.0); vec2 blue_offset = vec2(%s, 0.0); float r = texture(%s, UV + red_offset).r; float g = texture(%s, UV).g; float b = texture(%s, UV + blue_offset).b; %s = vec4(r, g, b, 1.0); """ % [_input_var_names[1], _input_var_names[1], _input_var_names[0], _input_var_names[0], _input_var_names[0], _output_var_names[0]]
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This shader applies an offset to the red and blue channels of the texture based on a strength variable, creating a color fringing effect.
Edge Detection
Edge detection is a useful post-processing effect for various stylistic choices, such as outlining characters or emphasizing structure in the environment.
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extends VisualShaderNodeCustom func _get_input_port_count(): return 1 # Texture func _get_input_port_type(_idx): return TYPE_SAMPLER func _get_input_port_name(_idx): return "Texture" func _get_output_port_count(): return 1 func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Edges" func _get_global_code(_mode): return """ const float edge_threshold = 0.1; """ func _get_code(_input_var_names, _output_var_names, _mode): return """ vec4 color = texture(%s, UV); vec4 color_up = texture(%s, UV + vec2(0.0, 0.01)); vec4 color_right = texture(%s, UV + vec2(0.01, 0.0)); vec3 edge = step(edge_threshold, abs(color.rgb - color_up.rgb) + abs(color.rgb - color_right.rgb)); %s = vec4(edge, 1.0); """ % [_input_var_names[0], _input_var_names[0], _input_var_names[0], _output_var_names[0]]
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In this example, the shader samples the texture at the current, upper, and right coordinates, determining where edges are based on the difference between these samples.
Basic Toon Shading
Toon or cel shading is a non-photorealistic rendering style, often used to mimic the visual style of comic books or cartoons.
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extends VisualShaderNodeCustom func _get_input_port_count(): return 2 # Diffuse Color, Light Direction func _get_input_port_type(_idx): return idx == 0 ? TYPE_COLOR : TYPE_VECTOR func _get_input_port_name(_idx): return idx == 0 ? "Diffuse Color" : "Light Direction" func _get_output_port_count(): return 1 func _get_output_port_type(_idx): return VisualShaderNode.PORT_TYPE_COLOR func _get_output_port_name(_idx): return "Toon Color" func _get_code(_input_var_names, _output_var_names, _mode): return """ vec3 normal = normalize(NORMAL); vec3 light_dir = normalize(%s); float diff = max(dot(normal, light_dir), 0.0); diff = diff > 0.5 ? 1.0 : 0.3; // two-tone effect %s = vec4(%s.rgb * diff, %s.a); """ % [_input_var_names[1], _output_var_names[0], _input_var_names[0], _input_var_names[0]]
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The shader clamps the diffuse lighting to set levels (in this case, two), giving the appearance of sharply defined areas of light and shadow.
With these additional examples of custom shader nodes, we’ve covered quite a variety of effects and techniques that can help bring a unique visual style to your Godot projects. Whether you’re looking to add realism, style, or purely artistic effects, the ‘VisualShaderNodeCustom’ class is a powerful tool in a developer’s kit.
By familiarizing yourself with these practices and regularly applying them to your work, you’ll be well on your way to mastering shaders in Godot. Don’t forget to head over to Zenva for a full array of educational materials and courses—your journey to becoming a shader wizard is just one click away!“`html
Diving into the world of shaders with Godot 4 can be both exhilarating and challenging. If you’re eager to continue on this path and expand your game development skills, our Godot Game Development Mini-Degree is the perfect next step. This comprehensive collection of courses offers you the opportunity to deepen your understanding of game creation using Godot 4’s engine. You’ll learn about utilizing 2D and 3D assets, scripting with GDScript, gameplay control flow, character interactions, and mastering various game genres. Whether you are just starting out or you’re a more experienced developer looking to sharpen your skills, this Mini-Degree is tailored to help you succeed at your own pace.
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Conclusion
The journey through the realm of shaders in Godot 4 showcases the incredible potential for creativity and innovation in game development. With custom shader nodes, you possess the power to bring your visual ideas to life, pushing the boundaries of what’s possible in virtual environments. As you’ve seen through our examples, the ‘VisualShaderNodeCustom’ class is an immensely flexible tool, capable of turning a good game into a visually stunning masterpiece.
If you’re ready to take your skills to the next level, we invite you to explore our Godot Game Development Mini-Degree. It’s your gateway to becoming a seasoned game developer with expertise in the latest trends and techniques. Don’t just make games—make a statement in the gaming world. Let Zenva be your guide on this exciting adventure, and together, we’ll shape the future of game creation.
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