Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.


Inherits: Material < Resource < RefCounted < Object

A material defined by a custom Shader program and the values of its shader parameters.


A material that uses a custom Shader program to render visual items (canvas items, meshes, skies, fog), or to process particles. Compared to other materials, ShaderMaterial gives deeper control over the generated shader code. For more information, see the shaders documentation index below.

Multiple ShaderMaterials can use the same shader and configure different values for the shader uniforms.

Note: For performance reasons, the Resource.changed signal is only emitted when the Resource.resource_name changes. Only in editor, it is also emitted for shader changes.







get_shader_parameter(param: StringName) const


set_shader_parameter(param: StringName, value: Variant)

Property Descriptions

Shader shader

The Shader program used to render this material.

Method Descriptions

Variant get_shader_parameter(param: StringName) const

Returns the current value set for this material of a uniform in the shader.

void set_shader_parameter(param: StringName, value: Variant)

Changes the value set for this material of a uniform in the shader.

Note: param is case-sensitive and must match the name of the uniform in the code exactly (not the capitalized name in the inspector).

Note: Changes to the shader uniform will be effective on all instances using this ShaderMaterial. To prevent this, use per-instance uniforms with GeometryInstance3D.set_instance_shader_parameter or duplicate the ShaderMaterial resource using Resource.duplicate. Per-instance uniforms allow for better shader reuse and are therefore faster, so they should be preferred over duplicating the ShaderMaterial when possible.

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