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VisualShader

Inherits: Shader < Resource < RefCounted < Object

A custom shader program with a visual editor.

Description

This class provides a graph-like visual editor for creating a Shader. Although VisualShaders do not require coding, they share the same logic with script shaders. They use VisualShaderNodes that can be connected to each other to control the flow of the shader. The visual shader graph is converted to a script shader behind the scenes.

Tutorials

Properties

Vector2

graph_offset

Vector2(0, 0)

Methods

void

add_node ( Type type, VisualShaderNode node, Vector2 position, int id )

void

add_varying ( String name, VaryingMode mode, VaryingType type )

bool

can_connect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port ) const

Error

connect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port )

void

connect_nodes_forced ( Type type, int from_node, int from_port, int to_node, int to_port )

void

disconnect_nodes ( Type type, int from_node, int from_port, int to_node, int to_port )

VisualShaderNode

get_node ( Type type, int id ) const

Dictionary[]

get_node_connections ( Type type ) const

PackedInt32Array

get_node_list ( Type type ) const

Vector2

get_node_position ( Type type, int id ) const

int

get_valid_node_id ( Type type ) const

bool

has_varying ( String name ) const

bool

is_node_connection ( Type type, int from_node, int from_port, int to_node, int to_port ) const

void

remove_node ( Type type, int id )

void

remove_varying ( String name )

void

replace_node ( Type type, int id, StringName new_class )

void

set_mode ( Mode mode )

void

set_node_position ( Type type, int id, Vector2 position )


Enumerations

enum Type:

Type TYPE_VERTEX = 0

A vertex shader, operating on vertices.

Type TYPE_FRAGMENT = 1

A fragment shader, operating on fragments (pixels).

Type TYPE_LIGHT = 2

A shader for light calculations.

Type TYPE_START = 3

A function for the "start" stage of particle shader.

Type TYPE_PROCESS = 4

A function for the "process" stage of particle shader.

Type TYPE_COLLIDE = 5

A function for the "collide" stage (particle collision handler) of particle shader.

Type TYPE_START_CUSTOM = 6

A function for the "start" stage of particle shader, with customized output.

Type TYPE_PROCESS_CUSTOM = 7

A function for the "process" stage of particle shader, with customized output.

Type TYPE_SKY = 8

A shader for 3D environment's sky.

Type TYPE_FOG = 9

A compute shader that runs for each froxel of the volumetric fog map.

Type TYPE_MAX = 10

Represents the size of the Type enum.


enum VaryingMode:

VaryingMode VARYING_MODE_VERTEX_TO_FRAG_LIGHT = 0

Varying is passed from Vertex function to Fragment and Light functions.

VaryingMode VARYING_MODE_FRAG_TO_LIGHT = 1

Varying is passed from Fragment function to Light function.

VaryingMode VARYING_MODE_MAX = 2

Represents the size of the VaryingMode enum.


enum VaryingType:

VaryingType VARYING_TYPE_FLOAT = 0

Varying is of type float.

VaryingType VARYING_TYPE_INT = 1

Varying is of type int.

VaryingType VARYING_TYPE_UINT = 2

Varying is of type unsigned int.

VaryingType VARYING_TYPE_VECTOR_2D = 3

Varying is of type Vector2.

VaryingType VARYING_TYPE_VECTOR_3D = 4

Varying is of type Vector3.

VaryingType VARYING_TYPE_VECTOR_4D = 5

Varying is of type Vector4.

VaryingType VARYING_TYPE_BOOLEAN = 6

Varying is of type bool.

VaryingType VARYING_TYPE_TRANSFORM = 7

Varying is of type Transform3D.

VaryingType VARYING_TYPE_MAX = 8

Represents the size of the VaryingType enum.


Constants

NODE_ID_INVALID = -1

Denotes invalid VisualShader node.

NODE_ID_OUTPUT = 0

Denotes output node of VisualShader.


Property Descriptio