VisualShaderNodeSmoothStep in Godot – Complete Guide

Navigating the colorful and evolving landscape of game development can sometimes feel like traversing a vast, unknown terrain. Among the many tools that Godot 4 offers, the VisualShaderNodeSmoothStep shines as a guiding light, illuminating the path for artists and programmers alike. This tutorial is your compass to understanding and utilizing the VisualShaderNodeSmoothStep, a versatile node in the Godot Engine that’s essential for creating visually engaging effects. By demystifying its properties and revealing practical examples, we promise to turn this complex subject into a straightforward and accessible journey.

What is VisualShaderNodeSmoothStep?

VisualShaderNodeSmoothStep is an integral part of the visual shader graph in Godot 4, designed to simplify the process of creating smooth transitions between values. Think of it as a mathematician’s pen that draws a curve, ensuring that the transition between two thresholds is not abrupt but smooth and natural.

What is it for?

In the realm of shading, the SmoothStep function acts as a bridge between two extremes. It finds its use in various applications such as material creation, where it dictates how light interacts with surfaces, or in animation, where it smoothes out transitions to deliver lifelike movement. Its versatility extends to any context where gradient effects or interpolated values can enhance the visual outcome.

Why Should I Learn It?

As a visual shader enthusiast or a game developer, understanding how to manipulate the SmoothStep function through the VisualShaderNodeSmoothStep class in Godot 4 can open the door to an array of sophisticated graphical effects. Grasping this concept will not only enhance your technical toolkit but also enable you to heighten the aesthetic quality of your games, making your creations stand out in a crowded market. Whether you’re starting your adventure in game development or looking to polish your skills, mastering this node is a stepping stone to achieving stunning visual results.

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Basics of VisualShaderNodeSmoothStep

Before jumping into the deep end, let’s solidify our understanding of the basics. At its core, the VisualShaderNodeSmoothStep operates by interpolating between two values using a third value which acts as the interpolant.

shader_type canvas_item;

void fragment() {
    float edge0 = 0.2;
    float edge1 = 0.8;
    float x = UV.x;
    COLOR = vec4(smoothstep(edge0, edge1, x));

This simple snippet sets the foundation for using the SmoothStep function in a visual shader. It smoothly interpolates between the values of `edge0` and `edge1` based on the `x` coordinate of the UV map.

Creating Gradient Effects

Gradients are the bread and butter of visual effects, providing a soft transition of colors. With VisualShaderNodeSmoothStep, creating a gradient becomes a straightforward task.

shader_type canvas_item;

void fragment() {
    vec3 color1 = vec3(0.2, 0.3, 0.4);
    vec3 color2 = vec3(0.8, 0.7, 0.6);
    float x = UV.x;
    vec3 gradient = mix(color1, color2, smoothstep(0.2, 0.8, x));
    COLOR = vec4(gradient, 1.0);

Here, we’re creating a horizontal gradient. The mix function is used to blend between two colors, with `smoothstep` determining how the blending occurs based on the `x` coordinate.

Animating Properties with SmoothStep

Animating properties using the VisualShaderNodeSmoothStep allows for a gentle transition, which can be essential for creating more organic motions in animations.

shader_type canvas_item;

uniform float time_scale = 1.0;

void fragment() {
    float start_position = 0.1;
    float end_position = 0.9;
    float current_time = mod(TIME * time_scale, 1.0);
    COLOR = vec4(smoothstep(start_position, end_position, current_time));

In this example, we use `TIME`, scaled by `time_scale`, to animate the color property smoothly between the `start_position` and `end_position` thresholds, creating a dynamic visual effect.

Fading Out Objects

Fading objects in and out is a common requirement in games. Whether you want to make a ghostly apparition or simply transition game objects, the VisualShaderNodeSmoothStep is perfect for the job.

shader_type spatial;

uniform float fade_out_start = 1.0;
uniform float fade_out_end = 2.0;

void fragment() {
    float distance_to_camera = distance(CAMERA_MATRIX[3].xyz, WORLD_MATRIX[3].xyz);
    float alpha = smoothstep(fade_out_start, fade_out_end, distance_to_camera);
    ALBEDO = vec3(1.0);
    ALPHA = alpha;

The alpha value is calculated using the camera’s distance to the object, applying the `smoothstep` to progressively change the alpha value from fully opaque to fully transparent between `fade_out_start` and `fade_out_end`. This creates a smooth fade-out effect based on the object’s distance from the camera.

Remember to experiment with these snippets and incorporate them into your own projects. Mastering these fundamental applications of the VisualShaderNodeSmoothStep will empower you to create more intricate and visually appealing effects in the future. Stay tuned for our next installment, where we’ll delve into more advanced applications and creative uses of this powerful node in Godot 4.Let’s dive deeper into the practical applications of the VisualShaderNodeSmoothStep to create nuanced visual effects. These examples will provide a foundation for you to build upon and integrate into various aspects of your game development projects.

Texture Transitions

When it comes to blending textures, SmoothStep can be particularly effective for creating a transition effect between multiple textures, such as in a day-to-night cycle or a transformation sequence.

shader_type spatial;

uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float transition = 0.5; // Ranges from 0.0 to 1.0

void fragment() {
    vec2 uv = UV;
    float blend_amount = smoothstep(0.45, 0.55, transition);
    vec3 tex1_color = texture(texture1, uv).rgb;
    vec3 tex2_color = texture(texture2, uv).rgb;
    vec3 final_color = mix(tex1_color, tex2_color, blend_amount);
    ALBEDO = final_color;

The `transition` uniform variable allows us to control where we are in the transition between our two textures. The `smoothstep` is used to soften the interpolation that the `mix` function uses to blend our textures.

Creating Soft Shadows

Shadows can add a level of depth and realism to your scenes, and with SmoothStep, you can adjust the softness of shadows cast by objects.

shader_type canvas_item;

uniform float shadow_length = 100.0;
uniform float softness = 10.0;

void fragment() {
    float shadow_val = smoothstep(shadow_length - softness, shadow_length, UV.y);
    COLOR.rgb = vec3(0.0) * (1.0 - shadow_val); // Apply the shadow on top of an object's color

This effect utilizes the UV coordinates to control where the shadow starts and ends, with `softness` defining the range over which the shadow transitions from transparent to opaque. The `shadow_val` then determines the intensity of the shadow to be applied.

Manipulating Opacity Maps

Opacity maps are crucial for simulating complex surfaces like leaves, human hair, or other intricate textures. SmoothStep can refine the edges of opacity maps to prevent harsh transitions.

shader_type spatial;

uniform sampler2D alpha_texture;
uniform float edge_smoothness = 0.1;

void fragment() {
    vec2 uv = UV;
    float raw_alpha = texture(alpha_texture, uv).r;
    float smooth_alpha = smoothstep(0.5 - edge_smoothness, 0.5 + edge_smoothness, raw_alpha);
    ALBEDO = vec3(1.0);
    ALPHA = smooth_alpha;

This snippet shows how you can fine-tune the alpha (transparency) of complex textures smoothly with a value that offsets the `smoothstep` parameters around a midpoint, in this case, 0.5.

Dynamic Health Bars

In-game UI often requires dynamic elements such as health bars that animate changes in player or enemy health.

shader_type canvas_item;

uniform float max_health = 100.0;
uniform float health = 100.0; // Current health value
uniform float animation_speed = 0.02;

void fragment() {
    float normalized_health = health/max_health;
    float animated_health = smoothstep(normalized_health - animation_speed, normalized_health, UV.x);
    vec4 health_color = mix(vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), animated_health);
    COLOR = health_color;

The snippet above demonstrates how to animate a health bar using SmoothStep to smoothly transition between lower and higher health states, providing a more engaging visual cue for the player.

Waves and Distortion Effects

SmoothStep can also be employed to create more complex effects, like waves or distortion fields that add a significant layer of polish and dynamics to your game’s environment or effects.

shader_type spatial;

uniform float amplitude = 1.0;
uniform float frequency = 10.0;
uniform float speed = 2.0;
uniform sampler2D base_texture;

void fragment() {
    vec2 uv = UV;
    uv.x += smoothstep(-1.0, 1.0, sin(TIME*speed + uv.y*frequency)*amplitude);
    vec3 texture_color = texture(base_texture, uv).rgb;
    ALBEDO = texture_color;

This example reflects how a wave effect can be achieved by distorting the UV coordinates in real-time, where `smoothstep` plays an instrumental role in softening the wave edges to appear more natural.

By exploring and experimenting with these snippets, you can gain a deeper appreciation and understanding of the power and flexibility that VisualShaderNodeSmoothStep provides. Whether it’s for subtle texture transitions or more dramatic effects, mastery of this component will greatly elevate the quality of your game’s visuals. Remember, these examples are just the starting point; feel free to expand upon them and unleash the full creative potential of Godot’s visual shaders.Taking the knowledge from our previous sections, we’ll expand further on the utilities of VisualShaderNodeSmoothStep with additional code examples, showcasing its adaptability in creating several more sophisticated visual effects within the Godot Engine.

Adapting to environmental factors, such as fog or mist, relies on a smooth blend between the foreground objects and the obscured background. With the VisualShaderNodeSmoothStep, we can simulate such effects to enhance the depth in our scenes.

shader_type spatial;

uniform vec3 fog_color;
uniform float fog_start = 50.0;
uniform float fog_end = 100.0;

void fragment() {
    float depth = length(CAMERA_MATRIX[3].xyz - WORLD_MATRIX[3].xyz);
    float fog_factor = smoothstep(fog_start, fog_end, depth);
    ALBEDO = mix(ALBEDO, fog_color, fog_factor);

By calculating the depth from the camera to the object and using the `smoothstep` function, you can gently mix the object’s albedo with the fog color, creating a fog effect that becomes denser with distance.

Focusing on height maps, which are widely used to produce realistic terrains and surface details, VisualShaderNodeSmoothStep aids in creating crisp changes in height, defining sharp cliffs or ridges.

shader_type spatial;

uniform sampler2D heightmap;
uniform float height_scale;

void fragment() {
    vec2 uv = UV;
    float height = texture(heightmap, uv).r * height_scale;
    float cliff_threshold = 0.5;
    float cliff_sharpness = 0.1;
    float terrain_detail = smoothstep(cliff_threshold - cliff_sharpness, cliff_threshold + cliff_sharpness, height);
    // Integrate terrain_detail into your terrain shading logic

This example focuses on enhancing terrain details by manipulating the height value from the heightmap using `smoothstep` to sharply delineate areas above a certain threshold – ideal for creating cliffs or elevated terrains.

Implementing vignettes into your game can focus players’ attention and add a cinematic feel. With VisualShaderNodeSmoothStep, you can create a dynamic vignette effect.

shader_type canvas_item;

uniform float inner_radius = 0.3;
uniform float outer_radius = 0.7;

void fragment() {
    vec2 center = vec2(0.5, 0.5);
    float dist = distance(UV, center);
    float vignette = smoothstep(inner_radius, outer_radius, dist);
    COLOR.rgb = mix(COLOR.rgb, vec3(0.0), vignette);

In this vignette example, `smoothstep` is used to mix the color of the pixel with black based on its distance from the center, creating a darkened border effect that draws the eye inward.

To accompany dynamic weather systems, we can produce snow accumulation effects on surfaces by using VisualShaderNodeSmoothStep in conjunction with a noise texture.

shader_type spatial;

uniform sampler2D noise_texture;
uniform float snow_amount;

void fragment() {
    vec2 uv = UV;
    float noise_value = texture(noise_texture, uv).r;
    float snow = smoothstep(0.5 - snow_amount, 0.5 + snow_amount, noise_value);
    vec3 snow_color = mix(ALBEDO, vec3(1.0), snow);
    ALBEDO = snow_color;

By steering the `smoothstep` function to seamlessly transition between the object’s albedo and a snow color based on noise values, you create a convincing snow-covered look that can be dynamically adjusted to match the weather conditions in your game.

Lastly, let’s create a heat distortion effect, often seen in desert scenes or around hot surfaces, which can be achieved through the strategic manipulation of UVs in the shader.

shader_type spatial;

uniform sampler2D distortion_map;
uniform float distortion_strength;

void fragment() {
    vec2 uv_distortion = texture(distortion_map, UV).rg * distortion_strength;
    vec2 distorted_uv = UV + uv_distortion;
    ALBEDO = texture(albedo_texture, distorted_uv).rgb;

The distortion map’s red and green channels are used to offset the UV coordinates, simulating a heat haze by dint of the `smoothstep` intrinsic, which could be applied to tame the distortion’s intensity.

These code snippets illustrate just how multifaceted the VisualShaderNodeSmoothStep is in Godot, providing solutions for common game development challenges. Remember that practice is key; these examples serve as starting points. As you integrate and refine these effects within your projects, you’ll find your shaders becoming increasingly complex and robust, elevating the overall quality of your gaming experience.

Embark on Your Godot Development Journey

Your journey with Godot and the VisualShaderNodeSmoothStep is just beginning, and there’s an entire landscape of knowledge waiting for you to explore it. To continue expanding your game development skills, we invite you to check out our Godot Game Development Mini-Degree. This comprehensive program is tailored for those who want to master the Godot 4 engine, covering a wide array of topics, including 2D and 3D assets, GDScript, game mechanics, and much more. With projects that guide you through creating actual games, you’ll be equipped with in-demand skills that can transform your passion into a career.

If you’re looking to dive deeper into the possibilities of Godot, have a look at our broader collection of Godot courses. Whether you’re a complete beginner or an experienced developer, our courses are designed to fit your learning pace, accessible 24/7 so that you can learn at your convenience. By joining us at Zenva, you’ll gain the knowledge from experienced developers and coders, ensuring you receive high-quality instruction to take your creations to the next level. So don’t hesitate, embrace the next step in your game development journey with Zenva!


The beauty of game development with Godot lies in the subtle details that VisualShaderNodeSmoothStep can bring to life in your projects. Embracing this tool opens up a realm of creative possibilities, from crafting immersive environments to adding polish to your characters and UI elements. Remember, these examples are just the beginning. As you blend these concepts with your unique ideas, you’ll not only enhance your games but also your identity as a developer.

We at Zenva are committed to supporting you every step of the way, offering courses that illuminate the path to mastering skills that can turn your visions into playable realities. So why wait? Take the leap into the vast and rewarding world of game development with Godot, and let your creative journey unfold with us as your guide.

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