VisualShaderNodeResizableBase in Godot – Complete Guide

Welcome to our deep dive into the world of visual shaders within the Godot engine! Today, we’re exploring the highly versatile class “VisualShaderNodeResizableBase”, a critical piece of the shader puzzle in Godot 4. If you’ve ever dreamt of crafting mesmerizing visual effects or simply tweaking the looks of your game environment, understanding visual shaders is a must. Join us as we unfold the capabilities of resizable nodes, and discover how they can elevate your game’s visual fidelity in unexpected ways.

What is VisualShaderNodeResizableBase?

The “VisualShaderNodeResizableBase” is a robust class in Godot 4’s visual shader system. It serves as the base class for several nodes that can have their size adjusted right within the visual shader graph. This adaptability allows for much greater control in organizing and customizing shaders, making them easier to read and manage.

How Does it Enhance Visual Shader Creation?

Visual shaders in Godot empower developers to create stunning graphics through a node-based interface. The resizable base class adds an extra layer of flexibility by allowing the nodes to be resized. This means that as your shader complexity grows, your nodes can adapt to fit more information or maintain clear readability.

Why Should I Learn About Resizable Nodes?

As a visual shader begins to grow in complexity, it can become crowded and difficult to navigate. Learning how to employ resizable nodes could be crucial in maintaining an efficient workflow. Plus, it’s a chance to dig deeper into the graphical side of Godot 4, opening up paths to develop more intricate and personalized visual elements for your projects.

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Creating a Basic Visual Shader

Before we delve into the resizable aspects of the nodes, let’s get familiar with creating a basic visual shader in Godot 4. We start by setting up a simple shader and gradually build up.

var shader =
var shader_material =
shader_material.shader = shader
$YourMeshInstance.material = shader_material

This code snippet creates a new VisualShader instance, a ShaderMaterial, and assigns the shader to the material, which is then applied to a mesh in your scene.

Adding Nodes to Your Shader

Once you have a shader to work with, it’s time to add nodes to it. We’ll start with a texture and a color uniform to influence the visual output.

var texture_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, texture_node, Vector2(100, 150))

var color_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, color_node, Vector2(200, 150))

In these lines, we are creating a texture node and a color node. We’re also specifying their positions in the visual shader graph using the `add_node` function.

Linking Nodes Together

With your nodes created, the next step is to connect them to define how the data flows through your shader.

shader.node_connect(texture_node.outputs[0], color_node.inputs[0])

This line of code connects the first output of the texture node to the first input of the color node, effectively applying the texture’s color data to the color node.

Resizing Nodes

Now, let’s implement the feature of the “VisualShaderNodeResizableBase”. As nodes grow with complexity, being able to resize them becomes crucial to keeping your workspace organized.

texture_node.size = Vector2(300, 400)
color_node.size = Vector2(200, 200)

In these examples, we’ve changed the default size of our texture and color nodes. Resizing nodes like this can make it easier to view and manage multiple connections as you add more nodes to your shader.

Adding More Complexity

As your shader becomes more complex, resizing nodes helps to manage this complexity. Let’s add a few more nodes and see how resizing can help in a more complicated shader graph.

var scalar_mult_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, scalar_mult_node, Vector2(300, 250))

var output_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, output_node, Vector2(400, 300))

scalar_mult_node.size = Vector2(150, 150)
output_node.size = Vector2(100, 100)

By adjusting the sizes of the scalar multiply node and the output node, you can keep your shader graph tidy and maintain a clear visual flow of your data, even when adding nodes that perform more specific tasks.

Organizing Your Nodes with Resizing

It’s not just about making nodes larger; sometimes, you might want to make nodes smaller to emphasize others or to save space. Here’s an example of how you could effectively use the space in your shader graph.

// Assuming 'your_complex_node' is a node with a lot of parameters
your_complex_node.size = Vector2(500, 350)

// Make smaller nodes that plug into 'your_complex_node'
texture_node.size = Vector2(100, 100)
color_node.size = Vector2(100, 100)

These adjustments show that resizing isn’t just a matter of scaling up. It’s about finding the right balance to clearly display the nodes that are significant to you at any given moment in your designing process. The ability to resize nodes provides a level of customization that’s invaluable for visual shader creation and organization.Continuing with our exploration of resizable nodes within Godot’s visual shader environment, let’s add different types of nodes and demonstrate how adjusting their sizes can help you maintain clarity during the shader creation process.

First, let’s introduce a mix node that blends two different textures based on a factor input. This node can become quite crucial depending on how visually diverse those textures are.

var mix_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, mix_node, Vector2(250, 200))
mix_node.size = Vector2(200, 200)

Here, we’ve created a mix node that is set at a default size, though in practice, you might want to make it larger to keep track of the blending factors and connected textures.

Next, let’s consider a node that performs a mathematical function, such as the sine function, on an input to produce interesting wavy effects on our texture.

var sine_node =
sine_node.function = VisualShaderNodeScalarFunc.FUNC_SIN
shader.add_node(VisualShader.TYPE_FRAGMENT, sine_node, Vector2(300, 300))
sine_node.size = Vector2(150, 100)

In this code snippet, we configure a scalar function node to use a sine function. The size might be reduced here because, in comparison to mix nodes, scalar function nodes are typically simpler with fewer parameters.

Now, let’s connect these new nodes we’ve created into our growing shader graph:

shader.node_connect(texture_node.outputs[0], mix_node.inputs[1])
shader.node_connect(color_node.outputs[0], mix_node.inputs[2])
shader.node_connect(sine_node.outputs[0], mix_node.inputs[0])

shader.node_connect(mix_node.outputs[0], output_node.inputs[0])

These lines of code are connecting our nodes together, with the texture and color nodes feeding into the mix node, which is itself controlled by the sine node, and then passing the final blended output to the shader output node.

Sometimes, we might work with nodes that have an array of inputs or outputs, which could prompt us to expand their size for better visual management:

var vector_combine_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, vector_combine_node, Vector2(100, 400))
vector_combine_node.size = Vector2(200, 300)

With the vector combine node created and resized, we have a clear area to plug in multiple scalar values and create a vector, all within the clean interface of a properly sized node.

Additionally, let’s factor in the practical use of resizing when dealing with temporary nodes used for debugging or complex calculations:

var debug_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, debug_node, Vector2(450, 450))
debug_node.size = Vector2(50, 50)  // Small size to avoid clutter

A debug node might not remain in the final shader, so we reduce its footprint to keep focus on the main nodes and cleaner work area.

To summarize, the ability to resize nodes in VisualShaderNodeResizableBase is highly practical. It allows shader authors to:

– Focus on crucial nodes by resizing them for more accessible parameter adjustments.
– Minimize less critical nodes, reducing workspace clutter.
– Adapt to personal preference or project requirements by customizing the visual workspace.

By embracing the power of resizable nodes, you gain a significant advantage in creating more readable, maintainable, and visually intuitive shaders within the Godot engine. These examples have showcased just a few of the numerous ways you can optimize your visual shader creation process by manipulating node sizes to suit your needs.Continuing our journey with resizable nodes in the visual shader graph of Godot 4, we’ll explore how to utilize some more advanced features. Let’s add a texture transform node which allows us to manipulate the UV coordinates for texture mapping, and observe how resizing this node is beneficial.

var texture_transform_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, texture_transform_node, Vector2(350, 100))
texture_transform_node.size = Vector2(250, 150)

With a larger size, this node gives us ample space to view and modify the transform parameters without overcrowding the shader graph.

Another advanced feature you might use is a conditional node. This type of node can make your shader behave differently based on specific logical conditions.

var conditional_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, conditional_node, Vector2(400, 250))
conditional_node.size = Vector2(300, 100)

This snippet adds an “if” node to our shader, and we resize it to ensure all the condition inputs can be readily accessed in the visual shader editor.

If you need to iterate effects, such as repeating patterns, a time node can be invaluable. Such a node would output the time since the shader started, allowing for animations and time-based effects.

var time_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, time_node, Vector2(450, 100))
time_node.size = Vector2(100, 100)

Because this node typically has fewer parameters, a smaller size is appropriate, integrating seamlessly into the shader graph without taking up unnecessary space.

Often, you’ll need to visualize the combination of different color channels. To handle this task, we introduce a color mix node:

var color_combine_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, color_combine_node, Vector2(400, 200))
color_combine_node.size = Vector2(300, 150)

This action creates a node to combine RGB channels, and its increased size ensures that you can easily connect multiple nodes into its inputs.

To complement the color combine node, we could also incorporate a color split node. This node decomposes a color vector into its individual RGB components, useful for color manipulation.

var color_decompose_node =
shader.add_node(VisualShader.TYPE_FRAGMENT, color_decompose_node, Vector2(500, 200))
color_decompose_node.size = Vector2(300, 150)

By resizing it, we create an unobstructed view of each channel’s logical connections, facilitating prompt adjustments in response to creative or technical considerations.

Lastly, handling lights in your shader may require a node that can interpret lighting information. For this purpose, we introduce a light node:

var light_node =
shader.add_node(VisualShader.TYPE_LIGHT, light_node, Vector2(100, 500))
light_node.size = Vector2(200, 300)

This node can be expanded for better visibility as it might interact with several other nodes, ensuring the connections and configurations are visibly clear and manageable.

In all these examples, the ability to resize nodes tailors your workflow, allowing you to highlight the most important parts of your shader, enhance legibility of the graph, and avoid visual clutter. It’s clear that the flexibility offered by “VisualShaderNodeResizableBase” is a tremendous aid to shader authors, helping them to produce optimized, functional, and visually appealing graphical effects in Godot 4.

Where to go next with Godot Game Development

Now that you’ve dipped your toes into the vibrant waters of visual shaders and resizable nodes in Godot 4, you might be wondering where to channel your newfound knowledge and enthusiasm. One of the most effective ways to continue your learning journey is by diving into practical, project-based courses that can solidify your skills and expand your capabilities.

We highly recommend checking out our Godot Game Development Mini-Degree as your next stop. This extensive curriculum starts from the ground up, guiding you through the nuances of the Godot 4 engine, from 2D and 3D basics to scripting with GDScript, all the way to creating fully-fledged game mechanics for a variety of genres. Designed to cater to the beginner and the more experienced developer alike, this mini-degree offers a path for everyone to create compelling games using this powerful tool.

If you’re interested in a broader range of topics or seeking to further tailor your learning to specific areas, we also offer a diverse collection of Godot courses. These courses provide flexible learning opportunities that fit into your schedule and help you build a robust portfolio of Godot projects, a significant step toward a career in game development. Continue your adventure in Godot with us, and watch as your skills transform from foundational to phenomenal!


As you’ve now seen, mastering the intricacies of visual shaders and particularly the “VisualShaderNodeResizableBase” in Godot 4 can dramatically elevate the visual appeal and performance of your games. Embrace the power of this node to create more polished, professional, and personalized projects. Remember, each shader you create is not just a set of nodes and connections; it’s a canvas for your creativity and a steppingstone towards realizing your vision in the realm of game development.

Take the leap forward in your game development journey with us! Explore our Godot Game Development Mini-Degree and master the skills to bring your unique game ideas to life. With our courses and your newfound shader expertise, the possibilities are endless. Let’s build incredible gaming experiences together, one node at a time.

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