VisualShaderNodeSwitch in Godot – Complete Guide

When diving into the world of game development, particularly with Godot Engine, one can find a plethora of nodes and classes designed to enhance and simplify the creation process. Among these is the VisualShaderNodeSwitch, an essential tool for game developers looking to add dynamic visual effects to their games. Understanding how to utilize this node is crucial for creating visually engaging game elements that react to changing conditions.

The importance of visual effects in gaming cannot be overstated. They can transform a good game into a great one by adding depth, atmosphere, and clarity to the player’s experience. With the help of VisualShaderNodeSwitch, these effects can be manipulated using conditions, making your game’s environment and characters feel truly alive.

What is VisualShaderNodeSwitch?

The VisualShaderNodeSwitch is a function selector within the visual shader graph of the Godot Engine. Shaders are powerful tools in a developer’s arsenal, allowing one to craft detailed aesthetics without the heavy performance cost of direct engine computation. The VisualShaderNodeSwitch takes this a step further by allowing developers to choose between two shader inputs based on a provided boolean condition.

What is it for?

This node is used to dynamically alter the appearance of game elements. Whether you want to change the color of a character when they are hit or alter the lighting effects based on the time of day, VisualShaderNodeSwitch can control these changes succinctly within your shader graphs.

Why Should I Learn It?

Having a firm grasp of VisualShaderNodeSwitch means you can efficiently create more complex and flexible visual shaders. This level of control is pivotal for developers aiming to produce high-quality, interactive graphics with less code and, as a result, less potential for bugs. For anyone passionate about bringing their virtual worlds to life with rich, responsive visuals, learning this node is a game-changer.

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Getting Started with VisualShaderNodeSwitch

To begin using VisualShaderNodeSwitch in Godot, we’ll need to set up a basic scene. Ensure you have a 3D object to test the shader on, like a simple sphere. Once the sphere is in place, let’s add a shader to it.

First off, select your 3D object in the scene and create a new shader material for it:

var shader_material =
$Your3DObject.material = shader_material

Next, we will create a new VisualShader instance and assign it to our ShaderMaterial.

var visual_shader =
shader_material.shader = visual_shader

Creating Switch-Based Visual Effects

Let’s say we want to change the color of our object based on a simple condition – for example, whether the sphere is above a certain height. For that, we will use the VisualShaderNodeSwitch node to switch between two colors.

First, add a VisualShaderNodeVec3Uniform to our shader. This will stand in for our two colors:

var color1 = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
var color2 = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
color1.default_value = Vector3(1, 0, 0)  // Red
color2.default_value = Vector3(0, 0, 1)  // Blue

Next, we need to set up the condition check. Assume we’ll use the world position of the mesh to determine the condition. Here is how to add a Uniform to pass an external height value and a world position node to get the current position of our object.

var condition = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
var world_pos = visual_shader.shader.create_node("VisualShaderNodeWorldPosition")

Now, let’s wire these nodes into a VisualShaderNodeSwitch. The Switch node will output one of the two colors based on the condition we set.

var switch_node = visual_shader.shader.create_node("VisualShaderNodeSwitch")
visual_shader.shader.node_connect(condition.shader_node.global_id, "output", switch_node.shader_node.global_id, "condition")
visual_shader.shader.node_connect(color1.shader_node.global_id, "output", switch_node.shader_node.global_id, "input")
visual_shader.shader.node_connect(color2.shader_node.global_id, "output", switch_node.shader_node.global_id, "input_false")

Finally, we need to connect the output of our switch node to the Albedo input of the shader to see the effect:

var output_node = visual_shader.shader.get_graph_output_node()
visual_shader.shader.node_connect(switch_node.shader_node.global_id, "output", output_node.global_id, "albedo")

Interacting with VisualShaderNodeSwitch

To actually switch between the two colors, you’ll need to pass a boolean value to the condition uniform. This is often done in the script attached to your 3D object.

Here’s an example of how you might toggle the condition in GDScript based on height:

var height_threshold = 1.0  # Set this to whatever height you want to trigger the change

func _process(delta):
    if translation.y > height_threshold:
        $Your3DObject.material.shader.set_shader_param("condition", true)
        $Your3DObject.material.shader.set_shader_param("condition", false)

This will change the color of your object to the second color while it is above the height threshold.

Tweaking Conditions for Visual Richness

By playing with various conditions and switches, you can create a range of visual effects. For instance, you might want to add a time-based flicker effect. You could use a Timer node and use its timeout signal to flip the condition.

Let’s set that up in GDScript:

func _on_Timer_timeout():
    var current_condition = $Your3DObject.material.shader.get_shader_param("condition")
    $Your3DObject.material.shader.set_shader_param("condition", !current_condition)

Connect this function to the timeout signal of a Timer node, and it’ll toggle the color every time the timer runs out.

In the next part of our series, we will explore additional examples that demonstrate the versatility of VisualShaderNodeSwitch and how you can apply it to create more intricate shader effects. Stay tuned to level up your game visuals with Zenva, where we make learning code and game creation engaging and comprehensive.Let’s delve deeper into the capacities of the VisualShaderNodeSwitch by exploring how it can be used to create a day and night cycle effect. By varying the intensity and color of your game’s lighting based on the in-game time, you can simulate realistic environmental changes.

First, we’ll need to add a uniform to control our day-night cycle:

var day_night_cycle = visual_shader.shader.create_node("VisualShaderNodeScalarUniform")
day_night_cycle.default_value = 0.5  # 0 represents night, 1 represents day

We will then construct a condition within our shader graph that will switch between two sets of colors, one representing day and the other night:

var day_color = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
day_color.default_value = Vector3(1, 1, 0.8)  # Warm daylight color

var night_color = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
night_color.default_value = Vector3(0, 0, 0.2)  # Cool nighttime color

We can interpolate between these two colors based on our day-night cycle uniform. Though we could use the VisualShaderNodeSwitch directly with a boolean condition for a sudden switch, it might be more visually pleasing to have a gradual blend. For this, we can use a mix node:

var mix_node = visual_shader.shader.create_node("VisualShaderNodeMix")
visual_shader.shader.node_connect(day_color.shader_node.global_id, "output", mix_node.shader_node.global_id, "input_a")
visual_shader.shader.node_connect(night_color.shader_node.global_id, "output", mix_node.shader_node.global_id, "input_b")
visual_shader.shader.node_connect(day_night_cycle.shader_node.global_id, "output", mix_node.shader_node.global_id, "mix_amount")

Connect the output of the mix node to your Albedo port just like before:

var output_node = visual_shader.shader.get_graph_output_node()
visual_shader.shader.node_connect(mix_node.shader_node.global_id, "output", output_node.global_id, "albedo")

Now, we can manipulate the cycle in our game’s script to have a smooth transition between day and night:

func _process(delta):
    var current_time = # Calculate your in-game time here
    # Assuming the time ranges from 0 (beginning of the day) to 1 (end of the day)
    $Your3DObject.material.shader.set_shader_param("day_night_cycle", current_time)

Emphasizing Depth with a Depth-Based Switch

Additionally, you can enhance the sense of depth in your game by shading objects differently based on their distance from the camera. Let’s add a depth comparison using VisualShaderNodeSwitch:

var depth_threshold = visual_shader.shader.create_node("VisualShaderNodeScalarUniform")
depth_threshold.default_value = 0.5  # You may have to adjust this based on your scene's scale

var camera_depth = visual_shader.shader.create_node("VisualShaderNodeDepth")

This time, we want a hard switch based on depth. We will use a VisualShaderNodeSwitch to select between two shaders or shader fragments:

var depth_switch = visual_shader.shader.create_node("VisualShaderNodeSwitch")
visual_shader.shader.node_connect(camera_depth.shader_node.global_id, "output", depth_switch.shader_node.global_id, "condition")

Let’s connect an output for each depth selection and connect the switch to the Albedo output:

var foreground_color = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
foreground_color.default_value = Vector3(1, 1, 1)  # White for closer objects

var background_color = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
background_color.default_value = Vector3(0.5, 0.5, 0.5)  # Grey for distant objects

visual_shader.shader.node_connect(foreground_color.shader_node.global_id, "output", depth_switch.shader_node.global_id, "input_true")
visual_shader.shader.node_connect(background_color.shader_node.global_id, "output", depth_switch.shader_node.global_id, "input_false")
visual_shader.shader.node_connect(depth_switch.shader_node.global_id, "output", output_node.global_id, "albedo")

Make sure to tweak the depth threshold in your game script to get the correct point of transition:

func _ready():
    # Set to the appropriate depth where you want the switch to occur
    $Your3DObject.material.shader.set_shader_param("depth_threshold", 10.0)

With these examples, you can see that VisualShaderNodeSwitch is not only about flicking between two explicitly different shaders but can also be used to blend effects or drive shader logic. By mastering nodes like these in Godot, you will be able to craft games that are visually dynamic and captivating – a hallmark of game design excellence we foster here at Zenva.

Expanding Visual Dynamics with VisualShaderNodeSwitch

Now that we have explored basic functionalities of the VisualShaderNodeSwitch, it’s time to broaden the visual dynamics in our game development toolkit. By implementing various shaders and applying different conditions, you can create a multi-faceted visual experience in your Godot projects. Let’s dive into more complex uses of the VisualShaderNodeSwitch with additional code examples.

Imagine you want to have a material that reacts to the object’s velocity – perhaps to simulate wind or motion blur effects. We can utilize the VisualShaderNodeSwitch to toggle between a static and a velocity-based shader effect based on the object’s speed:

var velocity = visual_shader.shader.create_node("VisualShaderNodeVec3Uniform")
var speed_threshold = visual_shader.shader.create_node("VisualShaderNodeScalarUniform")
var object_velocity = visual_shader.shader.create_node("VisualShaderNodeVelocity")
speed_threshold.default_value = 1.0  # Adjust threshold for when the effect should kick in

var velocity_effect = visual_shader.shader.create_node("VisualShaderNodeSwitch")
visual_shader.shader.node_connect(object_velocity.shader_node.global_id, "output", velocity_effect.shader_node.global_id, "condition")
visual_shader.shader.node_connect(velocity.shader_node.global_id, "output", velocity_effect.shader_node.global_id, "input_true")
visual_shader.shader.node_connect(static_shader.shader_node.global_id, "output", velocity_effect.shader_node.global_id, "input_false")

// And connect to Albedo or any other effect you want to control with velocity
visual_shader.shader.node_connect(velocity_effect.shader_node.global_id, "output", output_node.global_id, "albedo")

Script interactions can manage the switching based on object speed:

func _integrate_forces(state):
    var current_speed = state.linear_velocity.length()
    if current_speed > speed_threshold:
        $Your3DObject.material.shader.set_shader_param("velocity", true)
        $Your3DObject.material.shader.set_shader_param("velocity", false)

Creating Shader-Based Interactive Elements

Interactive elements in games, such as items that can be collected by the player, can further utilize VisualShaderNodeSwitch to change their appearance when interacted with. Let’s set up a shader effect that makes an object glow when the player gets close to it:

var player_distance = visual_shader.shader.create_node("VisualShaderNodeScalarUniform")
var proximity_threshold = visual_shader.shader.create_node("VisualShaderNodeScalarUniform")
proximity_threshold.default_value = 5.0  # Adjust for the distance you want

var glow_effect = visual_shader.shader.create_node("VisualShaderNodeSwitch")
visual_shader.shader.node_connect(player_distance.shader_node.global_id, "output", glow_effect.shader_node.global_id, "condition")

// Here we'll assume glow_shader and default_shader are defined with the respective effects
visual_shader.shader.node_connect(glow_shader.shader_node.global_id, "output", glow_effect.shader_node.global_id, "input_true")
visual_shader.shader.node_connect(default_shader.shader_node.global_id, "output", glow_effect.shader_node.global_id, "input_false")

// Connect to Emission to make the object glow
visual_shader.shader.node_connect(glow_effect.shader_node.global_id, "output", output_node.global_id, "emission")

And then the code to dynamically adjust the player distance uniform could look like this:

func _process(delta):
    var player_position = $Player.global_transform.origin
    var self_position = global_transform.origin
    var distance_to_player = player_position.distance_to(self_position)

    $Your3DObject.material.shader.set_shader_param("player_distance", distance_to_player < proximity_threshold)

Adapting Shaders to Game States

You can also link shader changes to certain game states with VisualShaderNodeSwitch. For instance, when a character enters a stealth mode, you may want their material to change to a less conspicuous shader:

var stealth_mode_active = visual_shader.shader.create_node("VisualShaderNodeBooleanUniform")

var stealth_shader = visual_shader.shader.create_node("VisualShaderNodeSwitch")
visual_shader.shader.node_connect(stealth_mode_active.shader_node.global_id, "output", stealth_shader.shader_node.global_id, "condition")
visual_shader.shader.node_connect(stealth_shader_node.shader_node.global_id, "output", stealth_shader.shader_node.global_id, "input_true")
visual_shader.shader.node_connect(normal_shader_node.shader_node.global_id, "output", stealth_shader.shader_node.global_id, "input_false")

// Connect to your shader graph output
visual_shader.shader.node_connect(stealth_shader.shader_node.global_id, "output", output_node.global_id, "albedo")

And in GDScript, you may handle the change based on a stealth mechanic:

func toggle_stealth_mode(is_stealthed):
    $YourCharacter.material.shader.set_shader_param("stealth_mode_active", is_stealthed)

With these examples, developers can create immersive, visually responsive games that players will find engaging and compelling. Adaptive visuals not only enhance the gaming experience but can also aid gameplay and storytelling. Here at Zenva, we strive to give you the knowledge tools and techniques to bring your most creative game ideas to life. Stay tuned for more advanced tutorials and improve your game development skills with us!

Continuing Your Game Development Journey with Godot

Now that you’ve gotten a grasp of the VisualShaderNodeSwitch and the potential it holds for enriching your in-game visuals, you might be wondering, “What’s next?” If you’re keen to expand your knowledge and skill set in Godot, our Godot Game Development Mini-Degree provides an exceptional pathway to deepen your expertise. This comprehensive series of courses covers a wide array of game development topics tailored to both beginners and those looking to polish their existing skills.

With a strong foundation in developing both 2D and 3D games, mastering gameplay mechanics, and creating intuitive UI designs, you’ll learn how to build cross-platform games from the ground up. Godot’s user-friendly engine is supported by a vibrant community and serves as an ideal starting point for anyone interested in game design and development. The hands-on curriculum, complemented by quizzes and coding challenges, is designed to empower you with in-demand programming knowledge and techniques.

If you’re interested in exploring even more about Godot and round out your development toolkit, be sure to browse our wider selection of Godot courses. No matter where you are in your learning journey, from dabbler to dev-wizard-in-the-making, Zenva’s courses offer a structured and engaging way to assist you every step of the way as you bring your game visions to life.


Throughout our exploration of the VisualShaderNodeSwitch in Godot, we’ve only scratched the surface of what’s possible within this powerful engine. Whether you’re painting your game’s world with dynamic shaders or fine-tuning interactive elements, the control and flexibility at your fingertips are boundless. As you continue to harness these tools, remember that each node, each technique, brings you one step closer to realizing your dream games – rich with detail, brimming with interactivity, and crafted with precision.

Don’t stop here – continue your ascent in game development through our Godot Game Development Mini-Degree, designed to keep you at the cutting-edge of game creation. At Zenva, we’re thrilled to be part of your journey, providing the roadmap and guidance to transform your concepts into compelling games that captivate and inspire. Embark on your next learning adventure with us, and let’s build incredible gaming experiences, together.

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