VisualShaderNodeSDFToScreenUV in Godot – Complete Guide

When it comes to game development, especially with Godot Engine, understanding the tools and nodes at your disposal can significantly impact the effectiveness and efficiency of your workflow. Today, we’re diving into one such tool – the VisualShaderNodeSDFToScreenUV. It’s a feature within the powerful Godot Engine that serves a niche but crucial role within shader programming. As we analyze and unpack its functionality, learners at any level should get ready to add another skill to their creative arsenal, making their shaders more dynamic and visually appealing.

What is VisualShaderNodeSDFToScreenUV?

The VisualShaderNodeSDFToScreenUV class is a specialized node in Godot 4 that serves the purpose of converting signed-distance fields (SDFs) to screen UV coordinates. This conversion is significant in the realm of shader programming, especially when you’re implementing complex visuals within your game.

What is it for?

The primary use of this node is within visual shader graphs, where it plays a central role in mapping SDF textures to screen coordinates. This enables the creation of various effects such as soft shadows, glows, and more, which can be rendered accurately on the screen.

Why Should I Learn It?

Shaders can make or break the look of your game, and understanding nodes like VisualShaderNodeSDFToScreenUV can open up a world of possibilities. By learning how this node works, you can:

– Enhance your shaders with advanced visual effects.
– Achieve more control over the rendering process.
– Differentiate your game with unique visual styles and textures.

Let’s delve into the exciting world of VisualShaderNodeSDFToScreenUV with practical examples, where the abstract becomes tangible, and your virtual canvases come alive!

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Setting Up Your Godot Environment for Shaders

Before we take a deep dive into using VisualShaderNodeSDFToScreenUV, it is essential to ensure that your Godot environment is set up properly for shader programming. Here’s how to get started:

1. **Create a Material:**
To use visual shaders, you first need an object that can display them. Create a MeshInstance in your scene and assign a new material to it.

var mesh_instance =
var material =
mesh_instance.material_override = material

2. **Set Up a Visual Shader:**
With the material in place, you’ll need to create a VisualShader and attach it to the material.

var visual_shader =
material.shader = visual_shader

3. **Open Visual Shader Editor:**
Double-click your VisualShader in the editor to open the visual shader editor, where you’ll design your shader graph.

Now that your environment is prepared, we can start working with VisualShaderNodeSDFToScreenUV.

Working with SDFs and VisualShaderNodeSDFToScreenUV

Let’s begin by setting up a simple SDF and see how VisualShaderNodeSDFToScreenUV can be used to map it correctly to your material.

1. **Create a Circle SDF:**
To render a simple circle SDF, you can use the following visual shader nodes: VisualShaderNodeVec3Uniform for position, VisualShaderNodeSDFCircle for the circle SDF, and VisualShaderNodeSDFToScreenUV to map it to the screen.

# Circle SDF Node
var circle_sdf =

# SDF to Screen UV Node
var sdf_to_screen_uv =

# Connect nodes
visual_shader.node_connect(circle_sdf.get_output_port_by_name("sdf"), sdf_to_screen_uv.get_input_port_by_name("sdf"))

2. **Apply SDF to Screen UV:**
Using VisualShaderNodeSDFToScreenUV, you can take the SDF output and generate the correct screen UVs to display your circle SDF.

# Apply the output to Fragment Shader's color
visual_shader.node_connect(sdf_to_screen_uv.get_output_port_by_name("uv"), VisualShader.TYPE_FRAGMENT, 0)

By executing these steps, you should now see a circle rendered on your object. The SDF has been accurately converted to screen UVs, demonstrating the utility of VisualShaderNodeSDFToScreenUV.

In the next part of our series, we’ll advance the complexity of our shaders using VisualShaderNodeSDFToScreenUV, including the implementation of shading and coloring techniques. Stay tuned as we unlock more potential within the visual realm of Godot Engine.

Adding Shading to the SDF Circle

Once you have the basic SDF circle displayed, it’s possible to add some shading to give it depth and a more three-dimensional appearance. Let’s explore how.

1. **Add a Light Source:**
Define a light source position using a `VisualShaderNodeVec3Uniform`. You’ll use this to calculate the light’s interaction with the SDF.

var light_pos =

2. **Calculate the Distance to the Light:**
To shade the SDF circle, calculate the distance from each point on its surface to the light source.

var distance_to_light =
visual_shader.node_connect(circle_sdf.get_output_port_by_name("vector"), distance_to_light.get_input_port_by_name("vector1"))
visual_shader.node_connect(light_pos.get_output_port_by_name("value"), distance_to_light.get_input_port_by_name("vector2"))

3. **Determine the Light Intensity:**
Create a formula to determine the light intensity at each point based on the distance calculated in the previous step.

var light_intensity =
light_intensity.expression = "vec3(1.0) / (vec3(1.0) + 0.1 * distance * distance)"
visual_shader.node_connect(distance_to_light.get_output_port_by_name("distance"), light_intensity.get_input_port_by_name("distance"))

4. **Combine SDF and Light Intensity:**
Apply the light intensity to your SDF circle, effectively shading it.

var combine_sdf_light =
visual_shader.node_connect(circle_sdf.get_output_port_by_name("sdf"), combine_sdf_light.get_input_port_by_name("vector1"))
visual_shader.node_connect(light_intensity.get_output_port_by_name("vec3"), combine_sdf_light.get_input_port_by_name("vector2"))

# Connect to fragment's color to see the shaded SDF
visual_shader.node_connect(combine_sdf_light.get_output_port_by_name("vector"), VisualShader.TYPE_FRAGMENT, 0)

With these steps, your SDF circle now has basic shading that simulates a light source affecting its appearance. You can adjust the parameters for `light_pos` and modify the `light_intensity` calculation to tweak the visual output to your liking.

Adding Color and Material Effects

Let’s add some color to the SDF circle and experiment with material effects for a more impressive visual output.

1. **Colorize the SDF Circle:**
You can use a `VisualShaderNodeUniform` to inject color into the SDF.

var color_input =

2. **Apply the Color:**
Mix the SDF with the color input to apply the chosen color.

var mix_color =
visual_shader.node_connect(color_input.get_output_port_by_name("color"), mix_color.get_input_port_by_name("color1"))
visual_shader.node_connect(combine_sdf_light.get_output_port_by_name("vector"), mix_color.get_input_port_by_name("color2"))

# Set the mix ratio
mix_color.mix_ratio = 0.5

# Apply the mixed color to the Fragment Shader
visual_shader.node_connect(mix_color.get_output_port_by_name("color"), VisualShader.TYPE_FRAGMENT, 0)

3. **Create Material Effects:**
You can also simulate more complex material effects like reflections or metallicity using additional nodes and mathematical operations. For example, to add a reflection:

var reflection =
# Use your normal map or create a procedural one

Adjust all these parameters to see real-time changes in Godot’s VisualShader editor and create a fully customized material with dynamic SDF shading, coloring, and effects. These fundamentals can pave the way to more advanced shader programming and help to truly bring your games to life in Godot Engine.Building on our understanding of shader programming with SDFs, let’s enhance our visual shader by incorporating more complex interactions. We’ll use conditionals to control visual outputs and add texture to our SDF circle.

Using Conditionals to Modify Shader Behavior

In visual shaders, conditionals can be represented by operations that compare values. We use them to create effects such as borders or change the appearance based on the distance from the center.

**Example: Creating a Border for the SDF Circle**

var threshold =
threshold.constant = 0.8

var sdf_threshold_comparison =

visual_shader.node_connect(circle_sdf.get_output_port_by_name("sdf"), sdf_threshold_comparison.get_input_port_by_name("a"))
visual_shader.node_connect(threshold.get_output_port_by_name("scalar"), sdf_threshold_comparison.get_input_port_by_name("b"))

# Use this comparison to create a border effect
visual_shader.node_connect(sdf_threshold_comparison.get_output_port_by_name("result"), VisualShader.TYPE_FRAGMENT, 0)

Adding Texture to the SDF Circle

Textures can bring an additional layer of detail and realism to our SDF circle. We can use them to simulate surface properties like roughness or patterns.

**Example: Applying a Texture to the SDF**

var texture =

var mix_sdf_texture =

# Mix the SDF output with the texture
visual_shader.node_connect(sdf_to_screen_uv.get_output_port_by_name("screen_uv"), mix_sdf_texture.get_input_port_by_name("ratio"))
visual_shader.node_connect(texture.get_output_port_by_name("rgb"), mix_sdf_texture.get_input_port_by_name("color1"))
visual_shader.node_connect(color_input.get_output_port_by_name("color"), mix_sdf_texture.get_input_port_by_name("color2"))

# Apply the mix to the Fragment Shader
visual_shader.node_connect(mix_sdf_texture.get_output_port_by_name("color"), VisualShader.TYPE_FRAGMENT, 0)

**Example: Adding a Normal Map to Simulate 3D Texturing**

var normal_map =
normal_map.texture_type = VisualShaderNodeTextureUniform.TYPE_NORMALMAP

var texture_to_normals =

# Connect the normal map to the decoder node
visual_shader.node_connect(normal_map.get_output_port_by_name("rgb"), texture_to_normals.get_input_port_by_name("tex"))

# Apply the normal vector to Fragment Shader's normal
visual_shader.node_connect(texture_to_normals.get_output_port_by_name("normal"), VisualShader.TYPE_FRAGMENT, 1)

Manipulating Light and Shadow

To create a sense of depth and realism, we can adjust how light interacts with our SDF circle.

**Example: Adjusting Shadows Based on Light Direction**

var light_direction =

var dot_product =

# Calculate the dot product between the normal and the light direction
visual_shader.node_connect(light_direction.get_output_port_by_name("value"), dot_product.get_input_port_by_name("vec1"))
visual_shader.node_connect(texture_to_normals.get_output_port_by_name("normal"), dot_product.get_input_port_by_name("vec2"))

var conditional_shadow =

# If the dot product is negative, it means the light is coming from behind the object
visual_shader.node_connect(dot_product.get_output_port_by_name("dot"), conditional_shadow.get_input_port_by_name("condition"))

# Connect a shadow color to the 'true' and the original color to the 'false' input
visual_shader.node_connect(shadow_color.get_output_port_by_name("rgb"), conditional_shadow.get_input_port_by_name("a"))
visual_shader.node_connect(mix_color.get_output_port_by_name("color"), conditional_shadow.get_input_port_by_name("b"))

# Apply conditional color based on lighting
visual_shader.node_connect(conditional_shadow.get_output_port_by_name("return"), VisualShader.TYPE_FRAGMENT, 0)

By adding these layers of complexity, our SDF circle now features conditional borders, textured surfaces, and dynamic lighting, bringing us closer to a polished, game-ready asset. These concepts are just the beginning—you can now experiment with your own combinations and techniques, paving the way to fully master visual shader programming in Godot Engine. Through exploring these capabilities, you enhance the visual fidelity of your game and ensure that your skills remain sharp and current in this ever-evolving space of game development.

Continuing Your Game Development Journey

The world of game development is vast and as engaging as the games themselves, full of nooks and crannies for developers to explore. If you’ve enjoyed delving into shaders with Godot and want to continue expanding your game development skills, our Godot Game Development Mini-Degree is the perfect next step. This comprehensive program will equip you with the knowledge to build cross-platform games using the latest version of Godot 4, covering a wide range of game development topics.

From creating dynamic 2D and 3D games to mastering gameplay mechanics and control flows, our curriculum is designed to be accessible for beginners yet deep enough to challenge even seasoned developers. The Mini-Degree offers flexible learning options, allowing you to progress at your own pace and develop a strong portfolio of projects along the way. It’s an excellent investment in your future as a game developer.

For those looking to dive even deeper into Godot, we also offer a broad collection of Godot courses at Zenva. Whether you’re taking your first steps or you’re ready to level up your existing skills, our range of content ensures that there is always something new to learn. Embark on your next learning adventure with Zenva and turn your game development dreams into reality.


Diving into the world of shaders with Godot’s VisualShaderNodeSDFToScreenUV is just the tip of the iceberg in game development. This journey of learning how to manipulate visuals at a granular level empowers you to bring your unique vision to life within your games. Remember, every new skill you acquire and every challenge you overcome not only enriches your projects but also elevates your standing in the game development community.

Whether you’re creating your first indie game or aiming to join a major studio, your skills are your greatest asset. We encourage you to continue honing your craft with our Godot Game Development Mini-Degree. This is where creativity meets expertise, and where you can construct the vibrant, interactive worlds that players will love. At Zenva, we’re excited to be part of your creative journey, today, tomorrow, and every step of the way. Embrace the learning curve, create with confidence, and game on!

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