VisualShaderNodeProximityFade in Godot – Complete Guide

Welcome to the fascinating world of visual effects in game development! Today, we’re diving into a specific feature of Godot 4, the VisualShaderNodeProximityFade, and exploring how it can enhance the visual fidelity of your games. Whether you’re just starting out or have some experience under your belt, this tutorial will help you grasp the concepts of proximity fade effects and how to implement them in your scenes.

Understanding how visual effects work and how to apply them effectively is crucial for creating engaging and immersive experiences in your games. Proximity fade, in particular, is a powerful tool that can add a polished touch to your projects, ensuring that objects within your game interact with each other in a visually appealing way. So grab a cup of your favorite beverage, and let’s get started on this creative journey!

What is VisualShaderNodeProximityFade?

VisualShaderNodeProximityFade is a shader node provided by the powerful Godot Engine, specifically for use within its Visual Shader Editor. A shader is a piece of code that runs on the GPU and determines how pixels on the screen are rendered in terms of color, position, and texture. This particular node specializes in creating a proximity fade effect, which can make objects within your game appear and disappear smoothly as they get closer to or farther from a particular point or another object.

What is it for?

The proximity fade effect is commonly used for:

– Softening the edges of objects as they overlap or intersect with one another.
– Creating smooth transitions for objects as they enter or exit the scene.
– Adding a level of depth and realism to objects when they’re close to a surface or another object.

Why Should I Learn It?

Grasping the functionality of VisualShaderNodeProximityFade is valuable because it:

– Enhances the visual quality of your game, making it more immersive.
– Provides a non-coding approach to shaders, thanks to Godot’s Visual Shader Editor, making it accessible even for artists or designers.
– Empowers you with the knowledge to create custom visual effects that can set your game apart from the rest.
– Boosts your skill set as a game developer, giving you more tools to express your creativity.

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Setting Up Your Godot Project

Before diving into the specific examples of using VisualShaderNodeProximityFade, let’s set up your Godot project. Create a new project in Godot and make sure you have a 3D scene ready with some basic geometry to work with.

# Create a new Spatial node as the root of your scene
# Add a MeshInstance node as a child and assign a mesh (e.g., a cube or a sphere)
# Add a Light source to illuminate your objects
# Finally, add a Camera node to view your scene

Ensure your mesh has a material that can be edited. If not, you can add one easily.

# Select your MeshInstance node
# In the Inspector under the 'material' property, click on 'New SpatialMaterial'
# Click on the newly created SpatialMaterial and set 'Albedo' to a color of your choice

Creating and Applying a Visual Shader

Now that you have your scene set up, let’s create a Visual Shader that uses the VisualShaderNodeProximityFade node.

# Select your MeshInstance node
# In the Inspector, go to the material property and click on 'New VisualShader'
# Open the VisualShader by clicking on it

To use the Proximity Fade effect, we’ll need to create a shader that modifies the Alpha property of the material.

# In the Visual Shader Editor, drag and drop a VisualShaderNodeProximityFade node into the graph
# Connect the node's output 'Alpha' to the 'Alpha' input of the 'SpatialMaterial' output node

This basic setup allows you to start experimenting with proximity fading effects on your mesh.

Configuring Proximity Fade Parameters

With the VisualShaderNodeProximityFade in place, you can now adjust its parameters to get the desired effect. Let’s experiment with distance and fade parameters.

# Select the VisualShaderNodeProximityFade node
# In the Inspector, set the 'Fade Distance' to a float value that dictates how far away the fade starts
# Also, adjust the 'Gradient Length' to control the smoothness of the fade transition

Remember, the proximity fade effect will not be visible until another object intersects or comes close to your mesh. Add another MeshInstance to your scene to see the effect.

# Create another MeshInstance node and position it close to the first mesh
# Move it closer or further away to see the proximity fade in real-time
# Experiment with different positions and angles to see how the proximity fade adjusts

Adding Interaction with Other Objects

We can take our proximity fade to the next level by making it interact with other objects dynamically. For that, we will need to use a script to update the position of the fade effect based on the other objects.

# Attach a new script to the object that should cause the fade
# In the _process function, retrieve the position of the intersecting object
# Pass this position into the shader as a 'Uniform' variable

Set up your shader to use the uniform variable:

# In the Visual Shader Editor, create a 'Uniform' node of type 'Vec3'
# Name your uniform 'fade_center' and connect it to the 'Proximity Fade' node's 'Center' input
# This center defines the point from which the fade will be calculated

Now, by moving your intersecting object around in the scene, the fade center should update in real time, creating a dynamic proximity fade effect. Keep in mind that proximity fade can be a performance-heavy effect, so optimizing its usage for your game’s requirements is crucial.Now that we’ve set up the basics for our dynamic proximity fade effect, let’s dive deeper into the scripting aspect to ensure the effect responds accurately to the movement of other objects in our scene.

We’ll attach a script to the MeshInstance node which has the proximity fade shader attached, and this script will update the shader’s uniform variable based on the position of a “fading object”. Here’s how we can achieve that:

extends MeshInstance

# Your 'fading object', another MeshInstance, needs to be a part of the scene
var fading_object: MeshInstance

func _ready():
    # Assume fading_object has been assigned in the editor or via script

func _process(delta):

func update_shader_fade_center():
    var fade_center_global = fading_object.global_transform.origin
    material.set_shader_param('fade_center', fade_center_global)

This script updates the shader parameter ‘fade_center’ each frame to match the position of the ‘fading object’. Moving the ‘fading object’ mesh in your scene will change where the fade effect occurs on your target mesh.

Now, suppose you want your effect to only occur within a certain radius from the ‘fading object’. Here’s how you could modify your Visual Shader and script to achieve that:

# In the Visual Shader Editor, create a 'Uniform' node of type 'Float'
# Name your uniform 'fade_radius' and connect it to another input port of the 'Proximity Fade' node, if available, or modify the shader code accordingly

You’ll need to update your script to handle the radius of the effect:

# Add a new float property to your script
export var fade_radius: float = 1.0

func _ready():
    # Set the initial shader uniform
    material.set_shader_param('fade_radius', fade_radius)

func _process(delta):

    # Optionally, you can change fade_radius dynamically here and apply it to the shader
    # material.set_shader_param('fade_radius', fade_radius)

func update_shader_fade_center():
    # ...previous code...

Let’s also make sure that the fade effect is smooth and visually pleasing. If the edges of your fade are too harsh, you can adjust the ‘Gradient Length’ in your shader:

# In the shader parameter settings, find 'Gradient Length'
# Increase the value to make the fade smoother, or reduce it to make the fade more abrupt

Moreover, if you want the fade effect to only happen when the objects are getting close, but not when they’re moving apart, you could add a condition in your script:

func _process(delta):
    var current_distance = global_transform.origin.distance_to(fading_object.global_transform.origin)
    if current_distance < fade_radius:
        # Set alpha back to fully opaque when out of range
        material.set_shader_param('fade_center', Vector3(INF, INF, INF))

This script makes the object revert to its original, non-faded state when the ‘fading object’ is outside the specified ‘fade_radius’.

Remember, the power of shaders lies in their flexibility. Don’t hesitate to play around with these parameters and script setups to create unique visual effects that cater to the aesthetics of your game.

Understanding the interaction between scripts and shaders is a vital skill for a game developer. It allows for dynamic visual effects that respond to player input and in-game events. That’s the beauty of shaders in Godot – they give you the creative freedom to bring your wildest visual concepts to life.Continuing with our dynamic proximity fade effect, let’s explore more advanced concepts and add interactivity. We can, for instance, make the fade effect activate when the player’s character is near certain objects, such as hidden treasures or traps. For this, our ‘fading object’ could be the player character itself.

First, ensure your player character has a script attached to it, then we’ll add the functions to update the shader parameters based on the player’s proximity to other objects:

extends KinematicBody # or Spatial, if your player is not physics-based

# This function is called from objects that should fade when the player is close
func register_fade_effect_shader(material: ShaderMaterial, fade_radius: float):
    material.set_shader_param('fade_center', global_transform.origin)
    material.set_shader_param('fade_radius', fade_radius)

Now, let’s attach a script to the objects that should fade. This script will detect when the player is nearby using Godot’s Area nodes:

extends Spatial

# Assign your player node here, likely in an _ready or via an exported NodePath
var player: KinematicBody

# Assign the material with the fade shader here
onready var fade_material: ShaderMaterial = $MeshInstance.get_material_override()

# Declare a fade radius
onready var fade_radius: float = 5.0

# The Area node will help in detecting the player's proximity
onready var detection_area: Area = $FadeDetectionArea

func _ready():
    detection_area.connect("body_entered", self, "_on_Body_entered")
    detection_area.connect("body_exited", self, "_on_Body_exited")

func _on_Body_entered(body):
    if body == player:
        player.register_fade_effect_shader(fade_material, fade_radius)

func _on_Body_exited(body):
    if body == player:
        # Reset the shader parameters when the player leaves the area
        fade_material.set_shader_param('fade_center', Vector3(INF, INF, INF))
        fade_material.set_shader_param('fade_radius', 0)

With the connection set up in `_ready()`, when the player enters or exits the designated area, the object will either start fading or reset to full opacity.

For a visual indicator on the fading effect, you might want to add a glow or some sort of highlight to the fading object when the player is near. For that, you can use another shader parameter:

# Add to your material shader
uniform float highlight_strength;

# And then, in your script, update it when the player is near
func _on_Body_entered(body):
    if body == player:
        player.register_fade_effect_shader(fade_material, fade_radius)
        fade_material.set_shader_param('highlight_strength', 1.0) # Or any value you'd like

func _on_Body_exited(body):
    if body == player:
        # ...previous code...
        fade_material.set_shader_param('highlight_strength', 0) # Reset the highlight

To give your fading effects an even richer look, consider modifying the shader to support an adjustable fade color:

# Add to your material shader
uniform vec4 fade_color = vec4(1.0, 1.0, 1.0, 1.0); # default to white

# In your script, provide means to change the fade color
fade_material.set_shader_param('fade_color', Color(1, 0, 0, 1)) # This would set the fade color to red

Lastly, what if you want your shader to respond not just to proximity, but also to input from the player, such as a button press? You’ll want to update your shaders in response to your gameplay:

# Add this to your player control script
func _input(event):
    if event.is_action_pressed("ui_interact"): # Replace 'ui_interact' with your specific action
        for fade_object in detection_area.get_overlapping_bodies():
            if fade_object.has_method('trigger_fade_effect'):

# And in your fadeable object script
func trigger_fade_effect():
    fade_material.set_shader_param('fade_center', global_transform.origin)
    fade_material.set_shader_param('fade_radius', fade_radius)
    # You might also want to set a timer to reset the effect afterward

The possibilities are nearly endless once you start combining Godot’s shader functionality with gameplay scripting. It’s all about being creative and finding ways to incorporate visual shaders into the game mechanics you design.

Remember to test these examples and modify them to fit the specific needs or desired effects for your game. Shader effects can be performance-intensive, so testing on your target hardware is essential to maintain good game performance. By using VisualShaderNodeProximityFade alongside clever scripting, you’ll create eye-catching visual effects that draw players into your game world.

Where to go next?

As you continue to build and refine your game development skills, remember that the journey of learning and creativity is never-ending. Whether you’re a budding game designer or a seasoned developer, there’s always a new feature to explore, a different logic to master, or a more efficient way to implement your ideas.

To further fuel your passion and enhance your prowess in game development with Godot, we encourage you to check out our Godot Game Development Mini-Degree. This comprehensive curriculum covers a wide array of topics, helping you to grasp essential concepts and advanced techniques in building cross-platform games with the exciting updates of Godot 4. Through our project-based courses, you’ll have the opportunity to learn at your own pace and create a portfolio of impressive games.

For those who are eager to broaden their expertise even further, our full range of Godot courses offers content that caters to both novices and experienced developers alike. With Zenva, your potential for growth is limitless – dive into our resources, expand your knowledge base, and step confidently into the future of game development.


In the grand realm of game development, the only constant is change, and mastering VisualShaderNodeProximityFade in Godot 4 is just one exciting step in the boundless journey of creation. With the concepts and techniques you’ve learned here, you’re now equipped to infuse depth, realism, and responsiveness into your game environments, pushing the boundaries of player immersion.

Remember, what you’ve discovered today is merely a glimpse of what’s possible. Embrace the powers of Godot 4 and continue to weave your creativity into interactive experiences. We invite you to soar even higher and delve deeper into game creation with our Godot Game Development Mini-Degree. Together, let’s bring your unique visions to life and craft the unforgettable games of tomorrow. Keep learning, keep creating, and most importantly, keep enjoying every step of the journey with Zenva.

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