VisualShaderNodeOutput in Godot – Complete Guide

Welcome to an in-depth exploration into the VisualShaderNodeOutput class in Godot 4! If you’ve been tinkering with the idea of game development or you’re already paving your path through the digital landscapes, understanding how to work with shaders is an essential skill. As you embark on this tutorial, you’ll see that shaders can be incredibly powerful tools, enabling you to create mesmerizing graphics and dynamic visual effects that can make your game stand out. So, whether you’re just starting or looking to sharpen your skills, let’s dive into the world of visual shaders together!

What is VisualShaderNodeOutput?

VisualShaderNodeOutput is the cornerstone of visual shader creation in Godot. Think of it as the grand finale of a firework show – the point where all your colorful nodes and connections come together to produce a dazzling display on your game’s canvas. Let’s break down exactly what this class represents and why it’s so important in the visual shader graph.

What is it Used For?

In the visual shader graph, the VisualShaderNodeOutput is the final piece that defines how your shader will present itself in the game. Each output value port on this node is the culmination of the operations and nodes that came before it, dictating how the shades, colors, lights, and patterns will be represented in your game’s visuals.

Why Should I Learn About It?

Shaders affect nearly every visual aspect of a game, which means mastering the VisualShaderNodeOutput can empower you to control these elements with precision. If you’re in game development or aspire to be, understanding how to use this node can dramatically enhance your game’s appearance and performance. With this knowledge, you can create custom shading effects that can’t be achieved with standard techniques, ensuring your game has a unique visual flair.

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Exploring Basic Output Connections

To start simply, let’s connect a Color constant to the Albedo port of the VisualShaderNodeOutput. This will set a basic color to our material without any lighting or texture influences.

# Add a ColorConstant Node
var color_const =
color_const.constant = Color(1.0, 0.0, 0.0) # Red color

# Attach ColorConstant to the shader
shader.add_node(Shader.TYPE_FRAGMENT, color_const, Vector2(100,100), 1)

# Connect the ColorConstant to the VisualShaderNodeOutput Albedo port
shader.node_connect(1, color_const.get_output_port_index("color"), 
                     1, output_node.get_input_port_index("albedo"))

In this example, we’re setting a static red color to our material as the base color. The visual effect is a plain, uniformly red surface, which acts as a starting point for more complex shading.

Adding Textures to the Output

Next, let’s include a texture to the Albedo port. Textures add complexity and detail to your material, making it more realistic and interesting.

# Add a Texture Node
var texture_node =
texture_node.texture = preload("res://path_to_your_texture.png")

# Attach Texture Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, texture_node, Vector2(200,200), 2)

# Connect the Texture Node to the VisualShaderNodeOutput Albedo port
shader.node_connect(2, texture_node.get_output_port_index("rgb"), 
                     1, output_node.get_input_port_index("albedo"))

This code snippet preloads a texture and connects it to the output node’s Albedo port, which will apply the texture to your game object.

Incorporating Lighting Effects

Realistic materials react to light. Let’s modify our shader to change color based on the scene lighting.

# Add a Light Node
var light_node =

# Attach Light Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, light_node, Vector2(300,100), 3)

# Connect the Light Node to the VisualShaderNodeOutput Diffuse port
shader.node_connect(3, light_node.get_output_port_index("diffuse"), 
                     1, output_node.get_input_port_index("diffuse"))

By connecting a Light node to the Diffuse input on the output node, we can simulate the way light scatters when it hits the surface of the material.

Implementing Normal Maps for Depth

Normal maps are essential for adding depth and detail to textures without the need for high-poly models. Here’s how to add a normal map to our shader.

# Add a Texture Node for the Normal Map
var normal_map =
normal_map.texture = preload("res://path_to_your_normalmap.png")

# Attach Normal Map to the shader
shader.add_node(Shader.TYPE_FRAGMENT, normal_map, Vector2(200,300), 4)

# Connect Normal Map to the VisualShaderNodeOutput Normal port
shader.node_connect(4, normal_map.get_output_port_index("rgb"), 
                     1, output_node.get_input_port_index("normal"))

This snippet adds a normal map to the material, affecting the way it interacts with lights and shadows and creating an illusion of depth on your model.

By exploring these fundamental connections, we’ve laid the groundwork for more advanced visual shader components. Understanding how to manipulate the output node’s ports is crucial for any shader work in Godot. It allows us to layer simple concepts to build up more sophisticated visual effects, which is what we’ll continue doing in the next part of this tutorial.

Now that we’ve got a grasp on applying color, textures, and normal maps through our VisualShaderNodeOutput, let’s keep building on that foundation. We’ll add more depth with specular highlights and emission for self-illuminated materials. To add complexity, we’ll also look into how to manipulate UVs for various effects.

Creating Specular Highlights

Specular highlights simulate the bright spots that appear on shiny surfaces. We can use a specular map or just a color to represent this effect.

# Add a Specular Node
var specular_node =

# Set specular properties - let's say it's a bit shiny
specular_node.specular_amount = 0.5
specular_node.roughness = 0.2

# Attach Specular Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, specular_node, Vector2(400,200), 5)

# Connect the Specular Node to the relevant VisualShaderNodeOutput ports
shader.node_connect(5, specular_node.get_output_port_index("specular"), 
                     1, output_node.get_input_port_index("specular"))
shader.node_connect(5, specular_node.get_output_port_index("roughness"), 
                     1, output_node.get_input_port_index("roughness"))

This code sets specular and roughness values and connects them to the output node, producing highlights that vary with light position and camera angle.

Adding Emission for Glow Effects

Emission can make parts of your material appear as though they are self-illuminating. A simple way to create this effect is by using an emission map or a color.

# Add an Emission Node
var emission_node =
emission_node.emission = Color(0.0, 1.0, 0.0) # Glowing green

# Attach Emission Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, emission_node, Vector2(500,200), 6)

# Connect the Emission Node to the VisualShaderNodeOutput Emission port
shader.node_connect(6, emission_node.get_output_port_index("emission"), 
                     1, output_node.get_input_port_index("emission"))

By using the code above, the material will glow green, independently of any light sources in the scene.

Manipulating UV Coordinates

UV coordinates define how textures are mapped onto a surface. By manipulating UVs, we can create effects like scrolling textures or wave distortion.

Here’s how you perform a basic UV manipulation to scroll a texture:

# Add a UV Pass Node
var uv_pass_node =

# Add a Time Node for animation
var time_node =

# Add an Operation Node for scaling the effect
var op_node =
op_node.operation = VisualShaderNodeVectorOp.OPERATION_MUL

# Combine Time with a custom Vector for scrolling effect
var scroll_speed = Vector2(0.1, 0.0) # Scrolls horizontally

# Attach nodes to the shader
shader.add_node(Shader.TYPE_FRAGMENT, uv_pass_node, Vector2(100,400), 7)
shader.add_node(Shader.TYPE_FRAGMENT, time_node, Vector2(200,400), 8)
shader.add_node(Shader.TYPE_FRAGMENT, op_node, Vector2(300,400), 9)

# Set up connections to scroll the UVs over time
shader.node_connect(7, uv_pass_node.get_output_port_index("uv"), 9, op_node.get_input_port_index("a"))
shader.node_connect(8, time_node.get_output_port_index("time"), 9, op_node.get_input_port_index("b"))

# Attach VectorUniform to the shader for scrolling speed
var scroll_vector =
scroll_vector.default_value = scroll_speed
shader.add_node(Shader.TYPE_FRAGMENT, scroll_vector, Vector2(400,400), 10)

shader.node_connect(10, scroll_vector.get_output_port_index("vector"), 9, op_node.get_input_port_index("b"))

# Connect the Operation Node to UV input of Texture Node we created earlier
shader.node_connect(9, op_node.get_output_port_index("vec"), 2, texture_node.get_input_port_index("uv"))

The texture on your object will now scroll horizontally, giving the illusion of movement. This is just a basic example of how UV manipulation can enhance your visual effects.

With these additional features, your materials and shaders can achieve a wide array of visual effects, from glowing sci-fi surfaces to animated textures on water or banners. The possibilities with Godot’s VisualShaderNodeOutput are as varied as your creativity. As you can see, it’s a mighty tool in your game development arsenal. We encourage you to experiment with these outputs and see the stunning visual effects you can achieve!

The wonder of visual shaders lies in their versatility. You can create intricate effects by connecting nodes in various ways. Below are further examples to expand upon the materials we’ve been building, showcasing how you can harness the power of VisualShaderNodeOutput in Godot 4 to fantastic effect.

Creating a Fresnel Effect
The Fresnel effect increases the reflectivity of a surface as the viewing angle becomes more glancing. This is particularly useful for a more realistic rendering of materials such as skin, water, and glass.

# Add a Fresnel Node
var fresnel_node =

# Attach Fresnel Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, fresnel_node, Vector2(600,200), 11)

# Connect the Fresnel Node to the Emission port to visualize its effect
shader.node_connect(11, fresnel_node.get_output_port_index("fresnel"), 
                         1, output_node.get_input_port_index("emission"))

This code sample layers the Fresnel term onto the emission output, visualizing how it changes with the angle, creating a shimmery surface effect.

Blending Textures
You can blend multiple textures together to create more complex surfaces. The following snippet demonstrates how to mix two different textures based on a blend factor.

# Add Texture Nodes
var texture_node1 =
var texture_node2 =

# Load textures
texture_node1.texture = preload("res://path_to_texture1.png")
texture_node2.texture = preload("res://path_to_texture2.png")

# Add a Blend Node
var blend_node =
blend_node.mix_amount = 0.5 # Equal blend

# Attach nodes to the shader
shader.add_node(Shader.TYPE_FRAGMENT, texture_node1, Vector2(600,300), 12)
shader.add_node(Shader.TYPE_FRAGMENT, texture_node2, Vector2(700,300), 13)
shader.add_node(Shader.TYPE_FRAGMENT, blend_node, Vector2(800,300), 14)

# Connect textures to Blend Node then to Albedo
shader.node_connect(12, texture_node1.get_output_port_index("rgb"), 
                    14, blend_node.get_input_port_index("a"))
shader.node_connect(13, texture_node2.get_output_port_index("rgb"), 
                    14, blend_node.get_input_port_index("b"))
shader.node_connect(14, blend_node.get_output_port_index("mix"), 
                    1, output_node.get_input_port_index("albedo"))

This code mixes two textures 50/50, which can be especially handy for creating terrain materials that blend different surfaces like grass, dirt, or rock.

Masking with Textures
Masking enables you to control where certain shader effects occur on a material. A common use would be for details like scratches, borders, or patterns on a surface.

# Add a Mask texture Node
var mask_texture_node =
mask_texture_node.texture = preload("res://path_to_mask.png")

# Attach Mask Texture Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, mask_texture_node, Vector2(900,300), 15)

# Create a ScalarUniform for mixing
var mask_mix =

# Attach ScalarUniform node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, mask_mix, Vector2(1000,300), 16)

# Connect the mask and mix it with the base color
shader.node_connect(15, mask_texture_node.get_output_port_index("rgb"), 
                    16, mask_mix.get_input_port_index("scalar"))
shader.node_connect(16, mask_mix.get_output_port_index("scalar"), 
                    1, output_node.get_input_port_index("albedo"))

This masks the albedo output with a texture, allowing you to create complex patterns or surface details by combining uniform values and texture data.

Using Noise for Procedural Patterns
Procedural patterns can provide endless variety in your materials without needing a vast library of textures. Godot’s noise functionalities can create effects like clouds, fire, water, and more.

# Add a Noise Texture Node
var noise_texture_node =

# Configure the noise
noise_texture_node.noise =
noise_texture_node.noise.asin_period = 6.28318

# Attach Noise Texture Node to the shader
shader.add_node(Shader.TYPE_FRAGMENT, noise_texture_node, Vector2(1100,300), 17)

# Connect the noise to the Albedo port
shader.node_connect(17, noise_texture_node.get_output_port_index("color"), 
                    1, output_node.get_input_port_index("albedo"))

This code generates a procedural noise pattern on your material’s surface. By adjusting the noise parameters and using different noise types you can achieve a wide range of effects.

With these examples, you’re already on the path to becoming a visual shader wizard. Remember to experiment with node combinations and inputs to discover new visual possibilities. As you can see, the VisualShaderNodeOutput class is your canvas in the shader graph, where the final image is painted by the combined efforts of all the preceding nodes.

At Zenva, we understand the transformative power of learning and mastering new skills, especially in the rapidly-evolving world of game development. Our expert-crafted courses allow you to dive deeper into topics like Godot shaders, providing you with all the tools you need to let your creativity flourish.

Where to Go Next in Your Godot Learning Journey

The world of game development is vast and constantly evolving, and there’s always more to learn. If you’re feeling inspired by the possibilities of VisualShaderNodeOutput in Godot 4 and you’re eager to expand your game development repertoire, we have just the resources to keep you moving forward.

We invite you to check out our Godot Game Development Mini-Degree. This program is tailored to take you from the foundational concepts right through to advanced applications across a variety of game types. Covering topics such as 2D and 3D game development, GDScript, and essential gameplay mechanics, it provides a structured and comprehensive learning path.

For those who want variety or to hone specific skills, our Godot courses offer a broad collection that caters to developers at every stage of their journey. Discover more and continue building your skills – and your portfolio – with our practical, project-based approach at Zenva’s Godot Courses. Your next game-changing skill awaits!


By exploring the intricacies of the VisualShaderNodeOutput class in Godot 4, you’ve taken a significant step towards mastering the art of game graphics. The journey through visual shaders unveils the potential to bring your unique visions to life, transforming how players experience your games. Remember, every node, every connection, and every line of code you write is a stroke of your creativity on the vast canvas of game development.

Whether you’re refining the visuals of your current project or dreaming up new ones, keep your skills sharp and your passion burning. Continue creating, learning, and achieving with us at Zenva. Leap into our Godot Game Development Mini-Degree or explore our comprehensive Godot Courses to empower your next big gaming adventure. The end of one tutorial is just the beginning of your next game creation!

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