VisualShaderNodeVec2Constant in Godot – Complete Guide

Welcome to a journey through the world of shaders in Godot 4, where you’ll learn about a powerful and versatile component: the VisualShaderNodeVec2Constant. This neat little feature enables you to use constants within your visual shader graphs effectively, leading to incredible visual effects for your games. If you’re new to Godot or shaders, fear not; this tutorial will illustrate concepts with simple yet engaging examples to help you grasp the idea effortlessly. For experienced developers, this is a chance to dive deeper into the practical uses of Godot’s shader nodes.

Shaders are an essential tool in a game developer’s toolkit, responsible for defining the visual aspects of game elements. By the end of this tutorial, you’ll have a robust understanding of the VisualShaderNodeVec2Constant and how it can contribute to your Godot projects. Let’s demystify the technical jargon and unpack the potential of this handy class!

What is the VisualShaderNodeVec2Constant?

The VisualShaderNodeVec2Constant class in Godot 4 is a component utilized within the visual shader graph as a Vector2 constant. It allows you to define a fixed two-dimensional vector that can be used throughout your shaders, acting as a reliable and unchanging value.

What is it for?

When crafting shaders, constants like the VisualShaderNodeVec2Constant are crucial for maintaining values that shouldn’t change during execution. They’re often used to control static elements, like setting the direction for a consistent light source or defining the base color for a texture. Having constants simplifies the shader graph by reducing complexity and enhancing readability.

Why Should I Learn It?

Mastering the VisualShaderNodeVec2Constant can be a significant win for any game developer. It’s a small step towards understanding the broader ecosystem of visual shaders in Godot and can help you create more sophisticated and high-quality visual effects. With this knowledge, you can implement more efficient and effective shaders, pushing your game’s aesthetics to new heights. Let’s dive into the world of visual shader nodes and see what creative possibilities await!

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Creating a Basic VisualShaderNodeVec2Constant

Let’s start with the foundation and create a basic VisualShaderNodeVec2Constant in your Godot Shader Graph. This example will set up a constant Vector2 value that could represent something like a direction for lighting or texture mapping.

var vec2_const =
vec2_const.constant = Vector2(0.5, 1.0)
visual_shader.add_node(vec2_const, Vector2(10, 5))

In this snippet, we’ve created a new instance of VisualShaderNodeVec2Constant and set its value to Vector2(0.5, 1.0). The node was then added to our visual shader at position (10, 5) on the shader graph.

Manipulating a Vec2 Constant for Color Control

The Vec2 constant can be used to manipulate colors in your shader. Here we’ll control the red and green channels of a color output.

var vec2_const =
vec2_const.constant = Vector2(0.0, 1.0) # Green color intensity

var color_const =
color_const.constant = Color(vec2_const.constant.x, vec2_const.constant.y, 0.0, 1.0)
visual_shader.add_node(color_const, Vector2(20, 20))

We created a Vector2 that represents the red and green channels, set by vec2_const. Then we made a new color constant node where we passed in the vec2_const’s values to control the red and green color intensities, resulting in a fully green color if rendered.

Combining Vec2 Constants for Texture Coordinates

Vec2 constants can be crucial when computing texture coordinates. We’ll combine two Vec2 constants to shift a texture’s coordinates for a simple effect.

var vec2_const1 =
vec2_const1.constant = Vector2(1.0, 1.0) 

var vec2_const2 =
vec2_const2.constant = Vector2(0.5, 0.5)

var vec2_op =
vec2_op.operation = VisualShaderNodeVec2Op.OPERATION_ADD
vec2_op.inputs[0] = vec2_const1
vec2_op.inputs[1] = vec2_const2

visual_shader.add_node(vec2_op, Vector2(40, 20))

In the code above, we added two Vec2 constants using the VisualShaderNodeVec2Op for operation. The output will display the texture coordinates shifted by 0.5 units on both the X and Y axes.

Using Vec2 Constant to Offset a Wave Function

Using Vec2 constants, we can introduce an offset to a wave function, such as a sine wave, for interesting animated effects on shader materials.

var vec2_const =
vec2_const.constant = Vector2(0.0, 2.0) # Wave frequency and amplitude

var time_func =

var scalar_op =
scalar_op.operation = VisualShaderNodeScalarOp.OPERATION_MULTIPLY
scalar_op.inputs[0] = time_func
scalar_op.inputs[1] = vec2_const.x # Frequency

var sine_func =
sine_func.function = VisualShaderNodeScalarFunc.FUNC_SIN
sine_func.inputs[0] = scalar_op

var vec2_scale =
visual_shader.add_node(vec2_scale, Vector2(20, 30))

var vec2_op =
vec2_op.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
vec2_op.inputs[0] = sine_func
vec2_op.inputs[1] = vec2_scale # Amplitude

visual_shader.add_node(vec2_op, Vector2(60, 40))

This example demonstrates how to use a Vec2 constant as a frequency and amplitude modifier for a sine wave function, which can then scale over time, creating an animated effect when applied, for example, to vertex positions in your material.

Through these examples, you’re beginning to see the versatile role that the VisualShaderNodeVec2Constant can play in manipulating visuals and animations in Godot. The examples show just the tip of the iceberg when it comes to the possibilities offered by shaders, encouraging you to experiment and explore further.

We will now continue to delve deeper into the capabilities that VisualShaderNodeVec2Constant offers. By providing more code examples, we aim to illustrate various practical applications that can stimulate creativity and enhance the visual quality of your games in Godot 4.

Adjusting Material Properties

Vec2 constants can be used to adjust various material properties, such as roughness and metallic attributes in a PBR shader.

var vec2_const =
vec2_const.constant = Vector2(0.5, 0.2) # Roughness and metallic values

var roughness_input =
roughness_input.input_name = "ROUGHNESS"
roughness_input.outputs[0] = vec2_const.x

var metallic_input =
metallic_input.input_name = "METALLIC"
metallic_input.outputs[0] = vec2_const.y

visual_shader.add_node(roughness_input, Vector2(40, 10))
visual_shader.add_node(metallic_input, Vector2(40, 30))

In this example, we are using a Vec2 constant to set both roughness and metallic properties of the material by breaking down the vec2 into individual components and connecting them to the respective shader inputs.

Controlling UV Tiling

A Vec2 constant can help control the tiling of textures by influencing UV coordinates.

var vec2_const =
vec2_const.constant = Vector2(2.0, 2.0) # UV Tiling factor (scales the texture)

var uv_input =

var uv_scaling =
uv_scaling.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
uv_scaling.inputs[0] = uv_input
uv_scaling.inputs[1] = vec2_const

visual_shader.add_node(uv_scaling, Vector2(100, 50))

By multiplying the UV coordinates with a Vec2 constant, we effectively scale the texture up or down based on the constant’s value.

Implementing Environmental Offset

Use a Vec2 constant to add an environmental offset to certain shader effects to simulate wind or other natural movements.

var wind_dir =
wind_dir.constant = Vector2(0.1, 0.0) # Simulating wind in the horizontal direction

var position_output =
position_output.output_name = "VERTEX"

var time_node =

var wind_effect =
wind_effect.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
wind_effect.inputs[0] = time_node
wind_effect.inputs[1] = wind_dir

visual_shader.add_node(wind_effect, Vector2(150, 70))

In the code snippet above, we are simulating horizontal wind by multiplying a wind direction Vec2 constant with the shader’s time node, creating an effect of constant movement.

Mixing Textures with Vec2 Constants

We can also leverage Vec2 constants for mixing textures. In this case, we’ll use two constants to blend two different textures.

var texture1 =
var texture2 =

var blend_factor =
blend_factor.constant = Vector2(0.4, 0.6) # Texture blending factor

var mix_node =
mix_node.operation = VisualShaderNodeVec2Op.OPERATION_LINEAR_INTERPOLATE
mix_node.inputs[0] = texture1
mix_node.inputs[1] = texture2
mix_node.inputs[2] = blend_factor

visual_shader.add_node(mix_node, Vector2(200, 100))

This example blends two textures based on the proportion defined by the blend_factor Vec2 constant, allowing for dynamic texture compositing.

The provided examples demonstrate the versatility and control that the VisualShaderNodeVec2Constant can offer within Godot 4’s visual shader graph. By tweaking Vec2 constants skillfully, you can enhance the dynamic visual aspects of your game. We encourage you to experiment with these examples and see firsthand how Vec2 constants can streamline shader programming and unlock a range of creative potential for your game development projects.

Experimenting with VisualShaderNodeVec2Constant allows for a deeper understanding of the relationship between shaders and the game environment. Continuing our exploration, we will observe more practical instances of how this node can be applied, each backed by code snippets to illustrate the concept vividly.

Let’s introduce effects that vary over time or are spatially dependent, providing a canvas for creating lifelike environments within your game scenes.

Animating Textures with Vec2 Constants

Animating textures over time can add a dynamic element to static scenes. By using Vec2 constants, we can adjust how textures shift and transform across your game objects.

var uv_time =
var uv_const =
uv_const.constant = Vector2(0.1, 0.1)  # Defines animation speed in the X and Y direction

var uv_op =
uv_op.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
uv_op.inputs[0] = uv_time  # Time factor for animation
uv_op.inputs[1] = uv_const  # Speed of the UV coordinates movement

visual_shader.add_node(uv_op, Vector2(250, 150))

Here, a texture’s UV coordinates are adjusted over time through a multiplication operation. This can create the effect of moving clouds, flowing water, or other animated textures.

Applying such an animated texture to a shader can be done by connecting the output of this operation directly to a sprite or 3D object’s material, altering the perception of motion within your game scene.

Implementing Glow and Bloom Effects

Vec2 constants can also be instrumental in setting up glow or bloom effects on your objects, as they let you control the intensity and spread of such effects.

var emissive_strength =
emissive_strength.constant = Vector2(5.0, 0.7)  # Strength and falloff of the glow

var texture_sample =

var emission_output =
emission_output.output_name = "EMISSION"

var multiply_emission =
multiply_emission.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
multiply_emission.inputs[0] = texture_sample
multiply_emission.inputs[1] = emissive_strength

visual_shader.add_node(multiply_emission, Vector2(300, 200))

By using a Vec2 constant for the emissive strength, you control the intensity and spread of the glow effect on textures in your shader graph, beautifully enhancing the ambiance of your game world.

Manipulating Color Grading

Color grading is an essential part of game aesthetics, and Vec2 constants can help to shift or adjust the color palette of the scene globally.

var color_adjust =
color_adjust.constant = Vector2(1.2, 0.8)  # Adjust the red and green components

var screen_texture =
screen_texture.texture_type = VisualShaderNodeTexture.TYPE_2D

var color_op =
color_op.operation = VisualShaderNodeVec2Op.OPERATION_MULTIPLY
color_op.inputs[0] = screen_texture
color_op.inputs[1] = color_adjust

visual_shader.add_node(color_op, Vector2(350, 250))

By multiplying the screen texture by the Vec2 constant, we effectively perform color grading, enhancing or reducing the red and green color channels to achieve a desired visual mood.

Creating Dissolve Effects with Thresholds

Dissolve effects are compelling for transitions, damage effects, and more. We can use a Vec2 constant to set a threshold that determines where the dissolve effect occurs.

var texture_mask =
var dissolve_threshold =
dissolve_threshold.constant = Vector2(0.5, 0.0)  # Threshold for dissolve

var dissolve_func =
dissolve_func.operation = VisualShaderNodeVec2Op.OPERATION_GREATER_THAN
dissolve_func.inputs[0] = texture_mask
dissolve_func.inputs[1] = dissolve_threshold

visual_shader.add_node(dissolve_func, Vector2(400, 300))

This code snippet creates a dissolve effect where areas of the texture that exceed the threshold begin to disappear, allowing for visually stunning material degradation or phasing out effects.

Through these deeper applications, we see that VisualShaderNodeVec2Constant is more than just a static value—it’s a gateway to complex visual effects that can give your game a distinctive look and feel. By experimenting with these examples and integrating them into your shaders, you’re not just coding; you’re crafting experiences. It’s a reminder that the tools we provide at Zenva are designed to empower your creativity and transform your imagination into tangible results for the gaming world.

Continue Your Game Development Journey

Embarking on the journey of mastering shaders and Godot 4 is incredibly rewarding, and now that you’ve gotten a taste of what shaders can do, you’re likely eager to keep learning and expanding your skill set. We at Zenva encourage you to dive deeper into game development and discover the full potential of Godot 4 with our Godot Game Development Mini-Degree. Our comprehensive courses are designed to guide you from beginner to professional, ensuring you can build cross-platform games with confidence.

The realm of Godot is vast and versatile, offering many avenues for creative expression through game development. Our Mini-Degree covers essential topics, including assets, GDScript, gameplay control, and designing various game mechanics. It’s a resource that’s rich with knowledge, practical projects, and flexible learning options like quizzes and live coding lessons, all tailored to enhance your skills and potentially kickstart your career in the industry.

If you’re looking to explore a broader range of content, we invite you to check out our full collection of Godot courses. Each course is a step towards mastery, helping you not just learn, but also apply your knowledge to create and innovate. Whether you’ve just started or you’re ready to take your skills to the next level, Zenva is here to support and guide your learning adventure. Keep coding, keep creating, and let’s build the future of gaming together!


In the vast expanse of game development, understanding and utilizing tools like the VisualShaderNodeVec2Constant in Godot 4 can open up a universe of visual possibilities. The examples we’ve explored give just a glimpse of the depth and breadth of creative options at your disposal. As you continue to learn and experiment with shaders, remember that each node, each line of code, is a brushstroke in the grand canvas of your game. We at Zenva are thrilled to be a part of your journey, providing the tools and knowledge you need to turn your visions into virtual realities.

Ready to take the next step and create games that dazzle players with stunning visuals and captivating gameplay? Check out our Godot Game Development Mini-Degree and widen your horizons. As you venture forth, remember, the only limit is your imagination. So let’s harness the power of Godot together, and let’s craft experiences that resonate, entertain, and inspire. Happy coding!

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