VisualShaderNodeParameterRef in Godot – Complete Guide

Visual shaders in Godot are an amazing tool that enable game developers to create stunning visual effects without diving deep into the complexity of shader programming. Imagine you’re painting a picture, and instead of mixing colors for each stroke, you could reference a pre-mixed palette and paint away. That’s somewhat how the VisualShaderNodeParameterRef class in Godot 4 acts; it allows developers to reuse parameters across different shaders, streamlining the development process. Whether you’re new to Godot or have some mileage as a game developer, understanding how to harness this functionality can enrich your game’s visuals and save you precious time.

What is VisualShaderNodeParameterRef?

VisualShaderNodeParameterRef is a class within Godot 4, which specifically serves as a reference point to a previously defined VisualShaderNodeParameter. This means it’s a link to a parameter that you have already configured elsewhere in your project.

What is it for?

Using VisualShaderNodeParameterRef, you can reference parameters across various shaders or shader stages. Think of it as creating a ‘universal setting’ for your shaders that can be edited in one place and automatically updated everywhere it’s referenced.

Why Should I Learn It?

Learning to use VisualShaderNodeParameterRef can be a huge time saver. If you need to make a change to a shader that’s used in multiple places, you only have to update the parameter once. Additionally, it fosters a more organized approach to shader programming, making your projects more maintainable and scalable. For both beginners and seasoned developers, embracing this feature can streamline workflows and add a layer of professionalism to your game development process.

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Creating Your First VisualShaderNodeParameterRef

To get started, open your Godot project and follow these steps to create your first VisualShaderNodeParameterRef:

// First, let's create a new Visual Shader
var shader =

// Add a new parameter to the shader
var parameter =
parameter.parameter_name = "MyColor"
parameter.default_value = Color(1.0, 0.0, 0.0) // This sets the default color to red
shader.add_node(parameter, Vector2(0, 0))

// Now, let's reference the parameter we just created
var parameter_ref =
parameter_ref.set_parameter(parameter) // Link to our 'MyColor' parameter
shader.add_node(parameter_ref, Vector2(200, 0))

// Finally, we add the VisualShader to a ShaderMaterial
var material =
material.shader = shader

The above code will set up a shader with a parameter that can be referenced throughout other shader stages or even different shaders.

Modifying Parameters Through VisualShaderNodeParameterRef

Let’s assume we want to change the color we set in our previous example. Instead of updating every shader that uses this color individually, we can simply change the parameter value:

// Let's fetch the parameter node by its name
var parameter = shader.get_node("MyColor")

// Modify the default value of the parameter node
parameter.default_value = Color(0.0, 1.0, 0.0) // Changing the color to green

// Since we are using parameter references, there's no need to update each shader individually

Every shader using the “MyColor” parameter reference will now render with green instead of red.

Using VisualShaderNodeParameterRef Across Different Stages

Parameters are not limited to one stage of the shader program. You can reuse the same parameter in the vertex, fragment, and light stages. Here’s how you would link to the same color parameter in different shader stages:

// Link to the 'MyColor' parameter in the vertex stage
var vertex_color_ref =
shader.add_node(vertex_color_ref, Vector2(0, 200), VisualShader.TYPE_VERTEX)

// And now in the fragment stage
var fragment_color_ref =
shader.add_node(fragment_color_ref, Vector2(0, 400), VisualShader.TYPE_FRAGMENT)

This ensures that “MyColor” is used consistently across both the vertex and fragment stages of your shader.

Combining Parameters with Operations

Visual shaders in Godot are node-based which means you can combine your parameter nodes with other operation nodes to create complex effects. Here’s an example of blending two colors using a parameter reference:

// Another color parameter for blending
var parameter2 =
parameter2.parameter_name = "BlendColor"
parameter2.default_value = Color(0.0, 0.0, 1.0) // Blue color
shader.add_node(parameter2, Vector2(0, 200))

// The BlendColor parameter reference
var parameter2_ref =
shader.add_node(parameter2_ref, Vector2(200, 200))

// Mix the two colors together
var mix_node =
mix_node.inputs["ratio"] = 0.5 // Equal mix of both colors
shader.add_node(mix_node, Vector2(400, 200))

// Connect MyColor to the first input of the mix node
shader.node_connect("MyColor", "output", "mix_node", "input_a")
// Connect BlendColor to the second input of the mix node
shader.node_connect("BlendColor", "output", "mix_node", "input_b")

// Connect the mix_node to the shader output
// Assume output_node represents the shader output you want to connect to
shader.node_connect("mix_node", "output", "output_node", "input")

With this setup, you blend the default red color with blue, resulting in a final color that’s a mix of both, without writing any complex shader code.Now that we’ve covered the basic operations and how to reference and mix parameters in Godot’s visual shaders using `VisualShaderNodeParameterRef`, let’s delve deeper into how we can leverage this powerful class with more complex examples.

Manipulating Shader Parameters with Code

Manipulating shaders dynamically during runtime adds an incredible layer of interactivity to your game. Let’s take a look at how we can modify our `MyColor` parameter through code:

func _ready():
    # Assume that 'material' holds our ShaderMaterial
    material.set_shader_param("MyColor", Color(1.0, 1.0, 0.0))  // Change to yellow

This is particularly useful for creating effects that respond to in-game events, such as changing the color of an object when it is hit or collecting a power-up.

Animating Shader Parameters

Visual shaders can be animated just like any other property in Godot. Here’s an example of how you could animate a color change over time using a `Tween` node:

# Create a Tween node and set it up to animate the 'MyColor' shader parameter
var tween =

func _start_color_animation():
    var new_color = Color(0.0, 1.0, 1.0)  # Target color: cyan
    tween.interpolate_property(material, "shader_param/MyColor", material.get_shader_param("MyColor"), new_color, 2.0, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)

You can attach this `Tween` to any property or signal to make the color change happen at the right moment.

Utilizing VisualShaderNodeParameterRef for Textures

`VisualShaderNodeParameterRef` is not limited to colors. Here’s how you can use it to share a texture across different shaders:

// Create a texture parameter
var texture_param =
texture_param.parameter_name = "SharedTexture"
shader.add_node(texture_param, Vector2(0, 600))

// Reference the texture parameter from a fragment shader
var texture_ref =
shader.add_node(texture_ref, Vector2(200, 600), VisualShader.TYPE_FRAGMENT)

You can then set this parameter to any Texture resource in your project and it will be reflected wherever the reference is used.

Layering Effects with Parameter References

Multiple shader parameters can be combined to create layered effects. For example, you might want to alter the UV coordinates with a noise texture and then reference those modified UVs in another shader:

// We first create a UV offset parameter
var uv_offset_param =
uv_offset_param.parameter_name = "UVOffset"
shader.add_node(uv_offset_param, Vector2(0, 800))

// Reference the UVOffset in a texture shader to apply the distortions
var uv_texture_ref =
shader.add_node(uv_texture_ref, Vector2(200, 800))

// Here's how we could calculate distorted UVs
var distort_uv =
shader.add_node(distort_uv, Vector2(400, 800))

// Mix the original UVs with our UV offset
var mix_uv =
shader.node_connect("UVOffset", "output", "mix_uv", "input_a")
shader.node_connect("distort_uv", "output", "mix_uv", "input_b")
shader.add_node(mix_uv, Vector2(0, 1000))

// And finally, use our custom UVs to fetch texture data
shader.node_connect("mix_uv", "output", "uv_texture_ref", "uv")

This technique can create effects like water ripples, heat haze, and much more. By modulating `UVOffset`, you can control the intensity and appearance of these effects dynamically.

With these examples, you can see the flexibility of `VisualShaderNodeParameterRef`. It allows game developers to work smarter, not harder, by linking crucial shader parameters across complex shaders, organizing their shader logic more effectively, and providing the ability to create more dynamic and responsive visuals.Continuing our deep dive into the utilization of `VisualShaderNodeParameterRef` in Godot 4, let’s explore additional ways this powerful tool can enhance your visual effects, efficiency, and code organization.

Working with Lighting and Parameter References

Shader parameters can also be used to affect the lighting in your scene. Below is an example of how to use a parameter to change the strength of a light source:

// A parameter for light strength
var light_strength_param =
light_strength_param.parameter_name = "LightStrength"
shader.add_node(light_strength_param, Vector2(0, 100))

// Reference the light strength parameter in the light shader
var light_strength_ref =
shader.add_node(light_strength_ref, Vector2(200, 100), VisualShader.TYPE_LIGHT)

By varying the “LightStrength” parameter, you can dynamically adjust the brightness of the light, which can be useful for effects like flickering lights or transitions from day to night.

Integrating Time-Based Effects

Time-based effects can add an element of dynamism to your shaders. Here’s how to create a simple animated glow effect using a sine wave and time:

// A parameter for time
var time_param =
shader.add_node(time_param, Vector2(0, 200))

// Calculate the sine of time
var sine_node =
sine_node.function = VisualShaderNodeScalarFunc.FUNC_SIN
shader.node_connect("Time", "output", "sine_node", "input")
shader.add_node(sine_node, Vector2(200, 200))

// Adjust the result to oscillate between 0 and 1
var add_node =
add_node.operator = VisualShaderNodeScalarOp.OP_ADD
shader.node_connect("sine_node", "output", "add_node", "input_a")
add_node.inputs["b"] = 1.0
var multiply_node =
multiply_node.operator = VisualShaderNodeScalarOp.OP_MULTIPLY
shader.node_connect("add_node", "output", "multiply_node", "input_a")
multiply_node.inputs["b"] = 0.5
shader.add_node(multiply_node, Vector2(400, 200))

Using this technique, you can animate properties like emission, alpha, or color intensity based on time.

Controlling Effects with Custom Parameters

Sometimes you might want to control shader effects through user input or gameplay mechanics. For example, let’s control the emission intensity of a material based on in-game logic:

// Creating a user-defined parameter for emission
var emission_param =
emission_param.parameter_name = "EmissionIntensity"
shader.add_node(emission_param, Vector2(0, 300))

// Updating the emission intensity from code
func _increase_emission_intensity(amount: float):
    var current_intensity = material.get_shader_param("EmissionIntensity")
    material.set_shader_param("EmissionIntensity", current_intensity + amount)

In a game, this could be linked to character power levels, environmental factors, or other dynamic conditions.

Enhancing Textures with Parameters

Texture manipulation is a common use for shaders. We have already referenced a texture, but now let’s look at how you could offset a texture’s UV coordinates using `VisualShaderNodeParameterRef`.

// Let's say we want the texture to scroll infinitely
var uv_offset = Vector2(1.0, 0.0)

// We use a parameter for the UV offset
var uv_offset_param =
uv_offset_param.parameter_name = "UVOffset"
shader.add_node(uv_offset_param, Vector2(0, 400))

// Reference this UV offset in the fragment shader
var uv_offset_ref =
shader.add_node(uv_offset_ref, Vector2(200, 400), VisualShader.TYPE_FRAGMENT)

// Now we apply the offset to the UVs
var add_uv =
add_uv.operator = VisualShaderNodeVectorOp.OP_ADD
shader.node_connect("UVOffset", "output", "add_uv", "input_a")
shader.node_connect("UV", "output", "add_uv", "input_b")
shader.add_node(add_uv, Vector2(400, 400))

This setup would result in the texture scrolling horizontally over time. You could tie the `UVOffset` parameter to a world or object position to create the effect of textures flowing across surfaces.

Creating Custom Gradients with Parameter References

Creating gradients can be a complex affair in shader programming, but with `VisualShaderNodeParameterRef`, you can simplify the process. Let’s design a vertical gradient:

// We can use texture parameters to create the gradient
var gradient_texture_param =
gradient_texture_param.parameter_name = "GradientTexture"
shader.add_node(gradient_texture_param, Vector2(0, 500))

// We'll reference this parameter in our fragment shader
var gradient_texture_ref =
shader.add_node(gradient_texture_ref, Vector2(200, 500), VisualShader.TYPE_FRAGMENT)

// Fetch the UV coordinates for our fragment shader
var uv_input =
shader.add_node(uv_input, Vector2(400, 500))

// Apply our gradient based on the y coordinate of the UVs
var gradient =
shader.node_connect("GradientTexture", "output", "gradient", "input")
shader.node_connect("UV", "output", "gradient", "uv")
shader.add_node(gradient, Vector2(600, 500))

By creating a texture that acts as a gradient, you can manipulate the `GradientTexture` parameter to change the gradient across your game objects dynamically.

Through these examples, it becomes evident that `VisualShaderNodeParameterRef` can be an instrumental part of your toolset. It not only simplifies shader management but also provides a flexible and powerful way to create and control a wide variety of effects within your Godot projects. As we continue to embrace these features, our ability to create visually compelling games becomes ever more efficient and artistically nuanced.

Where to Go Next with Your Godot Skills

Your journey through understanding the power of VisualShaderNodeParameterRef in Godot 4 has just begun. As you continue to explore Godot’s rich feature set, consider taking your skills to the next level with our Godot Game Development Mini-Degree. This comprehensive series of project-based courses is designed to take you from the basic foundations to advanced game development concepts in a structured and hands-on learning environment.

Whether you are brand new to game development or looking to enhance your existing skills, our Mini-Degree offers a flexible learning path covering a wide range of topics, including 2D and 3D assets, GDScript, and various game mechanics. At Zenva Academy, we are committed to providing high-quality education that fits around your schedule, accessible on any modern device. For a broader look into our offerings, feel free to explore our extensive selection of Godot courses, each tailored to expand your expertise and confidence in game creation.

Stay curious, keep learning, and remember that with Zenva, you can take your Godot knowledge from beginner to professional, building the games you’ve always dreamt of along the way.


Delving into the functionalities of VisualShaderNodeParameterRef showcases just a fraction of Godot’s potential to create visually stunning and highly interactive gaming experiences. Through its node-based system, Godot offers an intuitive yet powerful approach to shader programming, capable of bringing your creative visions to life. And, with the tips and examples provided, you’re well on your way to mastering visual shaders in Godot 4.

But don’t let the journey end here. Continue to explore, experiment, and elevate your skills with our Godot Game Development Mini-Degree. Whether you aim to craft intricate visual effects, engineer robust game mechanics, or simply bring your unique game ideas into reality, Zenva Academy is here to guide you every step of the way. So, are you ready to unlock your full potential as a game developer?

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