VisualShaderNodeScreenUVToSDF in Godot – Complete Guide

Diving into game development gives an exhilarating opportunity to craft immersive worlds and mechanics that captivate players. One of the essential tools to achieve such engagement is creating visuals that are not only pleasing but also interact with the game world in dynamic ways. Enter the realm of shaders, where the magic of transforming simple textures into complex visual wonders happens. Specifically, we’ll explore the VisualShaderNodeScreenUVToSDF class in Godot 4, which allows us to convert screen UVs to signed-distance fields within a visual shader graph, opening a portal to some fascinating visual effects.

What is VisualShaderNodeScreenUVToSDF?

The VisualShaderNodeScreenUVToSDF is a node within Godot’s Visual Shader system. These nodes are the building blocks of your shader script, enabling you to visually connect different functionalities and create complex shaders without writing a line of code. The power of the VisualShaderNodeScreenUVToSDF lies in its ability to convert screen UV coordinates to a signed-distance field (SDF), a technique often used in rendering complex shapes and dynamic effects with high performance.

What is it for?

The application of SDF via this node is diverse, ranging from creating crisp, scalable 2D outlines to soft shadows, glow effects, or even complex 3D geometric shapes in 2D space. SDFs are particularly useful in procedural texture generation and dynamic visual changes based on distance, making them a fantastic tool in your shader creation arsenal.

Why Should I Learn It?

Grasping how to use the VisualShaderNodeScreenUVToSDF can significantly level up your visual effects game in Godot. Knowing this node’s function is invaluable for modern 2D and 3D game development:
– You can create efficient, high-quality visual effects that enhance gameplay and aesthetics.
– It provides a non-scripting method to develop shaders, which is great for visual learners and those new to coding.
– Learning this node also offers a solid groundwork for understanding more complex shader operations.

By mastering this class, you’re equipping yourself with the skills to bring a new dimension of polish to your games. Let’s jump in and see how this node works in practice.

CTA Small Image
FREE COURSES AT ZENVA
LEARN GAME DEVELOPMENT, PYTHON AND MORE
ACCESS FOR FREE
AVAILABLE FOR A LIMITED TIME ONLY

Setting Up Your Project

Before we delve into the code examples, we must ensure that our Godot project is properly set up to use shaders and the VisualShaderNodeScreenUVToSDF. Here’s a basic rundown:

– Open Godot and create a new project or navigate to an existing one.
– In your scene, add a Node2D or Spatial depending on whether you’re working in 2D or 3D.
– To this node, attach a Sprite (for 2D) or a MeshInstance (for 3D), to which we’ll apply our shader.
– Next, create a new ShaderMaterial and assign it to the material property of your Sprite or MeshInstance.
– In that ShaderMaterial, create a new VisualShader resource.

This sets the foundation for creating shaders visually in Godot. With this setup, let’s start by creating a simple shader graph that utilizes the VisualShaderNodeScreenUVToSDF.

  1. Add the new VisualShaderNodeScreenUVToSDF node by right-clicking in the visual shader graph space and selecting ‘Add Node’ -> ‘SDF’ -> ‘Screen UV to SDF’.
  2. Connect the newly added ScreenUVToSDF node to the ‘UV’ port of a Texture node if you are using it to manipulate textures.

Converting UVs to SDF

To understand the effect of the VisualShaderNodeScreenUVToSDF node, let’s start with a basic example converting UV coordinates to an SDF.

# Assuming you have a VisualShaderNodeScreenUVToSDF connected to the UV port of a VisualShaderNodeTexture
# This VisualShaderNodeTexture is then connected to the 'Albedo' property of a VisualShaderNodeOutput

This shader graph will now take the UV coordinates of your texture and apply the SDF treatment, which you can further modify to create various effects.

Creating a Distance-Based Effect: Scaled Outlines

Scale outlines can give your game that extra ‘pop’. By applying an SDF to screen UVs, you can generate effects that appear to outline your objects. Here’s how to set up a simple outline shader.

# Connect the ScreenUVToSDF node's output to the 'UV' port of a VisualShaderNodeTexture.
# Create a VisualShaderNodeUniform with a hint set to 'float' and call it 'OutlineThreshold'.
# Adjust the OutlineThreshold value in shader parameters to control the outline's size.
# Connect the OutlineThreshold to a VisualShaderNodeOperation of type 'SUBTRACT', along with the output of your SDF node.
# Use a VisualShaderNodeScalarFunc with the 'STEP' function to create the outline edge, with the 'SUBTRACT' node's output as input.
# Finally, connect the 'STEP' function's output to the 'Emission' input of your VisualShaderNodeOutput.

By tweaking the ‘OutlineThreshold’ uniform value, you can manipulate the thickness of the outline around your object.

Implementing Smooth Edge Detection

For a more polished look, smooth edge detection can soften the outline edges. Below is an adaptation of the previous example to incorporate smooth edge detection.

# Start with your previous graph that results in an outline effect.
# Disconnect the 'STEP' function and replace it with a VisualShaderNodeScalarSmoothStep.
# Connect the uniform 'OutlineThreshold' value to both 'Edge0' and 'Edge1' ports of the 'SmoothStep' node, with a slight difference between them for feathering.
# The 'SmoothStep' node will replace the harsh edge with a gradient, and you can control its softness with the 'OutlineThreshold' uniform value.

The ‘Edge0’ and ‘Edge1’ values define the range where the edge softening occurs, allowing for a gradient transition instead of a hard edge.

With these fundamental code examples, you should be well on your way to creating more advanced visual effects using the VisualShaderNodeScreenUVToSDF class in Godot 4. Stay tuned for the next part, where we’ll take it a step further and introduce dynamic and complex SDF shapes.As we continue to explore the possibilities with the VisualShaderNodeScreenUVToSDF, let’s delve into more advanced examples to illustrate the versatility and power of using signed distance fields in your shaders. We’ll look at how to create dynamic visual effects such as pulsing glows and even simple morphing shapes—all of which can greatly enhance the visual experience of your game.

Making Objects Pulse with a Glow

Using SDFs, we can create a pulsing glow effect around an object, giving it a dynamic presence in the scene. By animating the SDF threshold, we create a visual that seems to pulse in and out.

# Starting with the outline example
# Add VisualShaderNodeTime to the graph to create an animation loop.
# Attach a VisualShaderNodeScalarInterp, which will help in interpolating between values for the pulsing effect.
# Connect your VisualShaderNodeTime to the 'interp' input of ScalarInterp.
# Add two VisualShaderNodeUniforms and set them with the type 'float' for 'MinPulse' and 'MaxPulse'.
# Connect 'MinPulse' and 'MaxPulse' to the 'a' and 'b' inputs, respectively, of your ScalarInterp.
# Replace the connection from the 'OutlineThreshold' uniform to the 'SmoothStep' node with the ScalarInterp output.

This setup will cause the ‘OutlineThreshold’ to smoothly interpolate between ‘MinPulse’ and ‘MaxPulse’, controlled by the ‘Time’ node, resulting in a glowing outline that pulsates over time.

# You can adjust the rate of pulsing by adding a VisualShaderNodeScalarMult to multiply the Time's output before it goes into 'interp'.
# Connect the 'ScalarMult' node's output into the 'ScalarInterp' interp input.
# Add a 'PulseRate' VisualShaderNodeUniform (type 'float') and link it to the 'b' input of ScalarMult.

By changing the ‘PulseRate’ uniform value, you can speed up or slow down the pulsing effect to match your desired visual tempo.

Morphing Shapes with SDFs

Signed distance fields can be used for more than just outlines; they can also morph shapes based on screen position into different forms. Let’s introduce an example where we transition between two shapes using the screen UV distortions provided by our SDF.

# Create two different SDF shapes with separate ScreenUVToSDF nodes and set up your desired shapes.
# Set up a 'MorphFactor' VisualShaderNodeUniform (type 'float') to control the morphing between these shapes.
# Use a VisualShaderNodeMix node to combine the two SDF outputs.
# Connect the outputs of the two ScreenUVToSDF nodes into the 'a' and 'b' ports of the Mix node, respectively.
# Connect 'MorphFactor' to the 'mix' port of the Mix node.
# Finally, direct the output of the Mix node to the 'Albedo' input of your VisualShaderNodeOutput.

By changing the ‘MorphFactor’ value between 0 and 1, you’ll see the shape smoothly transition from one SDF to the other.

# To animate the morphing, use a VisualShaderNodeTime connected to the 'MorphFactor' through a VisualShaderNodeScalarFunc with a 'SIN' function for an oscillating effect.

An oscillating ‘MorphFactor’ will animate your morph between shapes back and forth over time, capturing the player’s attention with its dynamic visual.

These code examples should not only help you get a grasp on the immense capabilities of the VisualShaderNodeScreenUVToSDF in Godot 4, but also inspire you to experiment with it to create your unique visual effects. Remember that these are just starting points—the Visual Shader Editor provides a wealth of nodes to combine and create shader effects limited only by imagination. Enjoy the journey of shader programming, and may your games radiate with stunning visuals that engage and delight your audience!Incorporating visual effects that react to the player’s actions or environment changes can significantly increase immersion. The VisualShaderNodeScreenUVToSDF allows for the creation of such interactive effects when coupled with game logic. Let’s see some practical code examples built upon our previous setups.

Interactivity with Player Movement

Imagine an effect where the player’s position on the screen influences an effect’s distortion or intensity. To achieve this, pass the player’s screen position to the shader and modify the SDF threshold accordingly.

# Assuming a 'PlayerPosition' VisualShaderNodeUniform of type 'vec2' represents the player's screen position.
# Use a VisualShaderNodeVec2Uniform to pass the player's screen position to the shader.
# Connect this to a VisualShaderNodeVec2Op where you’ll subtract the ScreenUV from the PlayerPosition.
# The output from Vec2Op will then be fed into the 'SmoothStep' node to give a direction to the effect.
# Adjust the shader parameters to tune the intensity and range of the effect based on the player's location.

By manipulating the uniform value in the Godot script tied to the player’s position, you create a shader effect that follows or reacts to their movements.

# To adjust the strength of the reaction, introduce a 'ResponseStrength' uniform of type 'float'. 
# Modify your shader logic to multiply the result of the ScreenUV and PlayerPosition subtraction by this strength factor before feeding it into subsequent nodes.

Health-Based Effects

Shader effects that respond to the player’s health can convey urgency or the state of danger. Here’s how such an effect is logically structured:

# Create a 'PlayerHealth' VisualShaderNodeUniform of type 'float'.
# Connect this to a VisualShaderNodeScalarInterp node to vary the intensity of an effect, such as the glow intensity or outline thickness.
# You can use PlayerHealth to drive the 'interp' value, interpolating between a healthy color and a danger color or between two threshold extremes.

As the player’s health decreases, you can trigger the effects to become more intense or noticeable, adapting the game’s visual feedback.

# A VisualShaderNodeScalarFunc node could further process the health value to create non-linear changes in effects.
# Likewise, you can use the 'PlayerHealth' value within a 'STEP' function to create a sudden change in visuals that only takes effect after a certain health threshold is crossed.

Environmental Reaction

Shaders that react to the environment, such as lighting or in-game events, can enhance the player’s sense of presence in the world.

# Assume the presence of a 'LightIntensity' VisualShaderNodeUniform reflecting the environment light levels.
# Connect this uniform to a VisualShaderNodeOperation of type 'MULTIPLY', coupled with the SDF's output.
# Thus, as the environmental lighting changes, the SDF effect will be modulated, giving the impression that it's reacting to the in-game light.

You could simulate effects like a character glowing in darkness or interactive objects that react when a player uses a flashlight or enters a shadowed area.

# Environmental reaction can also be tied with a 'GameEvent' boolean uniform.
# Use this boolean with a VisualShaderNodeSwitch, which will choose between two different visual styles or shader paths depending on the game event's occurrence.

Now, you can condition the visual effects to switch instantly upon certain in-game triggers, such as an alarm sounding or entering a different biome.

By extending these examples and integrating them into your game logic, you can create deeply engaging gameplay experiences where visuals are not just static, but a part of the game’s storytelling and feedback system. The VisualShaderNodeScreenUVToSDF in Godot 4 proves to be an invaluable tool for such creative endeavors. Enjoy experimenting with these ideas, and remember, the only limit to the effects you can create is your imagination combined with your growing understanding of shader programming!

Where to Go Next

Embarking on your journey of mastering shaders, particularly in Godot 4, can transform your games from the conventional to the extraordinary. While we’ve covered a fair amount of ground on the VisualShaderNodeScreenUVToSDF and its potential within the node-based shader editor, the path to truly harnessing the power of Godot’s rendering engine is ongoing. To further sharpen your skills and broaden your capabilities in game development, our Godot Game Development Mini-Degree is an excellent next step.

This comprehensive collection of courses is tailored to guide you through the fundamental aspects of game development using Godot 4, whether you’re just starting out or looking to refine your expertise. You’ll dive into creating unique worlds filled with interactive elements, mastering gameplay control flow, and experimenting with different genres. The curriculum’s flexibility ensures that you can learn at your pace, anytime, anywhere.

To explore an even wider array of Godot tutorials that accommodate various interests and experience levels, consider visiting our Godot courses page. Here, you’ll find resources that cater to different aspects of game development, from the basics to more specialized topics, providing a breadth of knowledge that can help turn your creativity into fully-fledged games. Continue building on what you’ve learned, and join us at Zenva to pave your way forward in the game development realm.

Conclusion

In mastering the VisualShaderNodeScreenUVToSDF in Godot 4, you’ve stepped through the portal of shader programming, unlocking a universe of visual storytelling potential. But remember, this is just one node, one concept in the grand tapestry of game development. As you continue to experiment and create, let your imagination intertwine with the rich features of Godot to bring your most vivid game ideas to life. Embrace the challenge, revel in the learning process, and always pursue that next level of mastery.

Whether you’re aspiring to create your first game or expanding your portfolio, our Godot Game Development Mini-Degree is the companion you need for the journey ahead. With Zenva’s courses, you don’t just learn—you transform. So join us, and let’s build worlds that inspire, one node at a time.

FREE COURSES
Python Blog Image

FINAL DAYS: Unlock coding courses in Unity, Godot, Unreal, Python and more.