VisualShaderNodeFloatFunc in Godot – Complete Guide

Welcome to this comprehensive guide on mastering the use of the VisualShaderNodeFloatFunc class in Godot 4. As you embark on creating stunning visual effects for your games, this class will be an instrumental tool in your developer toolkit. Whether you seek to add subtle aesthetic flourishes or implement complex visual interactions, VisualShaderNodeFloatFunc provides the foundation to achieve such tasks with precision and ease.

What is VisualShaderNodeFloatFunc?

The VisualShaderNodeFloatFunc class is a powerful element within the Godot game engine’s visual shader graph. It operates on a single floating-point scalar (x) and applies a mathematical function to it, which can transform the scalar in various ways as specified by the user.

What is it for?

VisualShaderNodeFloatFunc is used for executing mathematical functions on scalar values within shaders. It’s incredibly versatile and useful for tasks ranging from adjusting lighting and shadows to creating complex graphical textures. It allows artists and programmers to conceptualize and iterate on shader effects visually, without delving into the complexity of shader coding.

Why should I learn it?

Grasping the capabilities of VisualShaderNodeFloatFunc equips you with the ability to fine-tune visual detail and elevate the graphical quality of your game projects. By learning how to utilize this class, you:

– Enhance your games’ visual fidelity through detailed effects.
– Optimize performance by doing calculations on the GPU.
– Increase your shader development proficiency using Godot’s user-friendly tools.

Understanding VisualShaderNodeFloatFunc is not just about acquiring a technical skill; it’s about unlocking creative potential and bringing your unique vision to life in the virtual realm. Let’s dive in and discover the possibilities this class holds for your game development projects.

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Basic Operations with VisualShaderNodeFloatFunc

In the realm of shaders, even the simplest mathematical operations can lead to dramatic visual changes. We’ll start off by exploring some basic operations you can perform with the VisualShaderNodeFloatFunc.

var func_node =
func_node.function = VisualShaderNodeFloatFunc.FUNC_SIN

The above snippet creates a new FloatFunc node and sets its function to sine (SIN), which is great for creating wave-like effects.

func_node.function = VisualShaderNodeFloatFunc.FUNC_COS

By changing the function to cosine (COS), you can create effects that are similar to sine but start from a different phase. It’s ideal for oscillating animations that require a certain offset.

func_node.function = VisualShaderNodeFloatFunc.FUNC_TAN

If you want to create more dramatic and abrupt changes to your effects, the tangent (TAN) function might be what you’re looking for. It creates visually interesting patterns due to its rapid increase.

func_node.function = VisualShaderNodeFloatFunc.FUNC_ARCSIN
func_node.function = VisualShaderNodeFloatFunc.FUNC_ARCCOS
func_node.function = VisualShaderNodeFloatFunc.FUNC_ARCTAN

The arc sine (ARCSIN), arc cosine (ARCCOS), and arc tangent (ARCTAN) functions allow you to reverse the sine, cosine, and tangent operations. These can be used to calculate angles from the result of a previous sine, cosine, or tangent operation, giving back control over the original input angles.

Using FloatFunc to Manipulate Shader Variables

Now, let’s use VisualShaderNodeFloatFunc to manipulate shader variables. By doing so, you can create dynamic visuals that respond to in-game variables, such as time or player input.

func_node.function = VisualShaderNodeFloatFunc.FUNC_SQRT

Using the square root function (SQRT) softens the gradient of changes, as it grows more slowly than a linear function. This can be useful for creating natural fading effects.

func_node.function = VisualShaderNodeFloatFunc.FUNC_LOG

For a different approach to scaling variable changes, logarithmic function (LOG) can create a rapid increase at lower values that plateau as values get higher, which is perfect for experience or sound level meters.

func_node.function = VisualShaderNodeFloatFunc.FUNC_EXP

On the other hand, an exponential function (EXP) rapidly increases and can create effects that start subtle and become very noticeable, like a glow that intensifies as the object heats up.

func_node.function = VisualShaderNodeFloatFunc.FUNC_SIGN

Lastly, the sign function (SIGN) might seem simple as it only returns -1, 0, or 1 depending on the input, but it’s incredibly powerful for conditional visibility effects, toggling shaders on and off depending on the input sign.

These examples illustrate just the beginning of what’s possible with VisualShaderNodeFloatFunc. By combining these functions with your game logic, you can create a wide array of dynamic and responsive visual effects that truly bring your game world to life.Combining operations together can create even more intricate appearances. Let’s examine how we can layer these functions for more complex visual shaders.

// Combine a sine function with time to create a moving wave effect
var sine_time_node =
sine_time_node.function = VisualShaderNodeFloatFunc.FUNC_SIN

// Assume we have a time variable that keeps updating
var time_node =
time_node.uniform_type = VisualShaderNodeUniform.TYPE_FLOAT
time_node.constant = Vector3(GDScript.time, 0, 0)

// Connect the time node to the sine function node
var shader_graph =
shader_graph.connect_nodes(time_node.get_output_port(), sine_time_node.get_input_port())

As the time updates, the sine function will oscillate, creating a dynamic wave that moves across time.

// Use an exponential function to create a blink effect that intensifies quickly
var exp_node =
exp_node.function = VisualShaderNodeFloatFunc.FUNC_EXP

// To make the blink effect we'll need a variable that turns on and off
var blink_node =
blink_node.uniform_type = VisualShaderNodeUniform.TYPE_BOOL

By connecting the blink uniform to the exponential function node, you can have a shader that blinks with an increasing intensity when the uniform is true, mimicking a light with a faltering power supply.

// Using square root for smooth gradient transitions 
var sqrt_node =
sqrt_node.function = VisualShaderNodeFloatFunc.FUNC_SQRT

// This could be particularly useful when applied to a depth texture
var depth_texture =
depth_texture.source = VisualShaderNodeTexture.SOURCE_DEPTH

// Connect the depth texture node output to square root function node input
shader_graph.connect_nodes(depth_texture.get_output_port(), sqrt_node.get_input_port())

In the example above, applying a square root function to a depth texture can give softer transitions between different depth layers in a scene, ideal for fog or atmospheric effects.

// Apply tangent function to create extreme contrast in textures
var tan_node =
tan_node.function = VisualShaderNodeFloatFunc.FUNC_TAN

// Perhaps we're modifying a grayscale texture to have high contrast regions
var texture_node =

// When connecting the texture node's output to the tangent function input...
shader_graph.connect_nodes(texture_node.get_output_port(), tan_node.get_input_port())

This setup can be used to highlight certain areas of a texture to create visual interest or guide player focus. The tan function exaggeratedly enhances contrast, making those regions pop out.

// Combine log and exponential functions for creative effects
var log_node =
log_node.function = VisualShaderNodeFloatFunc.FUNC_LOG

var exp_node =
exp_node.function = VisualShaderNodeFloatFunc.FUNC_EXP

// Connect nodes in a sequence for a compounded effect
shader_graph.connect_nodes(log_node.get_output_port(), exp_node.get_input_port())

The combination of logarithmic softening with an exponential ramp-up can yield creative effects. You might create a flame that burns slowly at first but rapidly grows into a blaze, where the log node controls the steady start, and the exp node takes care of the intense finish.

These are just a few examples to spark your creativity when utilizing VisualShaderNodeFloatFunc. The extent of what you can craft is limited only by your imagination and understanding of mathematical function applications in visual effects. Happy shading!Utilizing various functions from VisualShaderNodeFloatFunc can significantly enhance the artistic direction of your project. Below are additional examples that illustrate the versatility of this node in Godot 4’s Shader Graph.

// Abs function to create mirroring effects across a pivotal point in your shader
var abs_node =
abs_node.function = VisualShaderNodeFloatFunc.FUNC_ABS

// A variable that might go negative but should be mirrored positively
var variable_node =
variable_node.uniform_type = VisualShaderNodeUniform.TYPE_FLOAT

// Connect nodes for mirroring effect using the absolute value operation
shader_graph.connect_nodes(variable_node.get_output_port(), abs_node.get_input_port())

By ensuring all negative values are converted to positive ones, the ABS function can create symmetrical patterns or reflections in your shaders.

// Floor function to quantize values, creating a step effect in the shader output
var floor_node =
floor_node.function = VisualShaderNodeFloatFunc.FUNC_FLOOR

// Connect a texture's color value into the floor function for a posterized effect
var color_texture_node =

// Posterization by flooring color values
shader_graph.connect_nodes(color_texture_node.get_output_port(), floor_node.get_input_port())

The FLOOR operation can discretize smooth gradients or textures to create a stylized, low-res effect reminiscent of retro games or digital art.

// Clamp function can be used to limit values within a specified range
var clamp_node =
clamp_node.function = VisualShaderNodeFloatFunc.FUNC_CLAMP

// Configuring the parameters of the clamp - min and max values
clamp_node.inputs[1] = Vector2(0.0, 1.0) // Assuming Vector2(min, max) structure

// Applying clamp to a dynamic variable to keep its values within the desired range
var dynamic_variable_node =
dynamic_variable_node.uniform_type = VisualShaderNodeUniform.TYPE_FLOAT

// Ensures the output is always between 0 and 1
shader_graph.connect_nodes(dynamic_variable_node.get_output_port(), clamp_node.get_input_port())

The CLAMP function is essential when working with dynamic variables that should not exceed a specific range, thus safeguarding against unexpected shader behaviors.

// Round function to create a pixelation effect by rounding color or position values
var round_node =
round_node.function = VisualShaderNodeFloatFunc.FUNC_ROUND

// Connect a screen-position for the pixelation effect
var screen_node =

// Connect screen coordinate to be rounded for pixelation
shader_graph.connect_nodes(screen_node.get_output_port(), round_node.get_input_port())

The ROUND operation visually snaps values to their nearest integer equivalents, which is particularly useful for creating a pixelated or grid-like effect on textures or overall screen displays.

// Sinusoidal interpolation for smooth transitions using sine function
var sin_interp_node =
sin_interp_node.function = VisualShaderNodeFloatFunc.FUNC_SIN

// Affecting an object's transparency over time to create a fading-in-and-out effect
// Assuming 'fade_time' is a varying input representing the passage of time
var fade_time_node =
fade_time_node.uniform_type = VisualShaderNodeUniform.TYPE_FLOAT

// This creates a smooth transition due to the sinusoidal nature of the sine function
shader_graph.connect_nodes(fade_time_node.get_output_port(), sin_interp_node.get_input_port())

By taking advantage of sine for interpolation, this results in a non-linear, more natural-looking transition, which can enhance the feel of animations or dynamic effects in your game.

Each of these snippets showcases a different application of VisualShaderNodeFloatFunc, highlighting the creative space available within Godot’s shader environment. When these functions are combined with other visual nodes or game logic, the outcomes can be both visually impressive and highly optimized, thanks to Godot 4’s robust shader system.

Where to Go Next in Your Game Development Journey

Mastering VisualShaderNodeFloatFunc and other Godot 4 features is a significant step in your game development journey, but there’s so much more to explore! To continue expanding your skills and bring your imaginative game concepts to life, consider enrolling in our Godot Game Development Mini-Degree. This comprehensive collection of courses is designed to take you from beginner to professional, equipping you with the knowledge to build your own games using the robust and versatile Godot 4 engine.

Whether you’re looking to dive into 2D or 3D game development, GDScript programming, or mastering gameplay mechanics, our Mini-Degree has got you covered. With a mix of theoretical knowledge and practical projects, you’ll gain valuable experience you can showcase in your portfolio. And remember, the Godot engine is not only powerful but also open-source and free for all your game development needs!

For those who wish to delve into an even broader collection of topics and advanced techniques, explore our full range of Godot courses available at Zenva Academy. Whatever your ambitions in the realm of game creation, we are here to support your growth and help you achieve your dreams.


Armed with the power of VisualShaderNodeFloatFunc and a deep understanding of its capabilities in Godot 4, you’re well on your way to becoming a versatile and skilled game developer. Remember, every great game starts with a solid foundation of knowledge and the willingness to experiment and iterate. By mastering these shader techniques, you’ll add a visually stunning layer to your games that can truly captivate and engage players.

Don’t stop here—continue your learning adventure with our Godot Game Development Mini-Degree. Take your skills to the next level, unlock your full creative potential, and join a community of developers who are just as passionate about game creation as you are. We at Zenva are excited to be a part of your development journey and look forward to seeing the incredible games you’ll craft with your newfound expertise!


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