Shaders espaciales
Spatial shaders are used for shading 3D objects. They are the most complex type of shader Godot offers. Spatial shaders are highly configurable with different render modes and different rendering options (e.g. Subsurface Scattering, Transmission, Ambient Occlusion, Rim lighting, etc.). Users can optionally write vertex, fragment, and light processor functions to affect how objects are drawn.
Modos de renderizado
For visual examples of these render modes, see Standard Material 3D and ORM Material 3D.
Modo de renderizado |
Descripción |
|---|---|
blend_mix |
Modo de blending por mezcla (alfa es transparencia), es el modo por defecto. |
blend_add |
Modo de blending aditivo. |
blend_sub |
Modo de blending substractivo. |
blend_mul |
Modo de blending multiplicativo. |
blend_premul_alpha |
Premultiplied alpha blend mode (fully transparent = add, fully opaque = mix). |
depth_draw_opaque |
Sólo dibuja "depth" para geometría opaca (no transparente). |
depth_draw_always |
Siempre dibuja "depth" (opaco y transparente). |
depth_draw_never |
Nunca dibuja depth. |
depth_prepass_alpha |
Realiza un pre-pass de depth opaco para geometría transparente. |
depth_test_disabled |
Desactiva testing de depth. |
depth_test_default |
Depth test will discard the pixel if it is behind other pixels. In Forward+ only, the pixel is also discarded if it's at the exact same depth as another pixel. |
depth_test_inverted |
Depth test will discard the pixel if it is in front of other pixels. Useful for stencil effects. |
sss_mode_skin |
Subsurface Scattering mode for skin (optimizes visuals for human skin, e.g. boosted red channel). |
cull_back |
Culling de caras internas (por defecto). |
cull_front |
Culling de caras frontales. |
cull_disabled |
Culling deshabilitado (doble cara). |
unshaded |
Result is just albedo. No lighting/shading happens in material, making it faster to render. |
wireframe |
Geometry draws using lines (useful for troubleshooting). |
debug_shadow_splits |
Directional shadows are drawn using different colors for each split (useful for troubleshooting). |
diffuse_burley |
Burley (Disney PBS) for diffuse (default). |
diffuse_lambert |
Lambert shading for diffuse. |
diffuse_lambert_wrap |
Lambert-wrap shading (roughness-dependent) for diffuse. |
diffuse_toon |
Shading Toon para diffuse. |
specular_schlick_ggx |
Schlick-GGX for direct light specular lobes (default). |
specular_toon |
Toon for direct light specular lobes. |
specular_disabled |
Disable direct light specular lobes. Doesn't affect reflected light (use |
skip_vertex_transform |
|
world_vertex_coords |
|
ensure_correct_normals |
Use when non-uniform scale is applied to mesh (note: currently unimplemented). |
shadows_disabled |
Disable computing shadows in shader. The shader will not receive shadows, but can still cast them. |
ambient_light_disabled |
Deshabilitar la contribución de la luz ambiental y el mapa de radiaciones. |
shadow_to_opacity |
La iluminación modifica el alfa para que las áreas sombreadas sean opacas y las no sombreadas sean transparentes. Útil para superponer sombras a una cámara en AR. |
vertex_lighting |
Use vertex-based lighting instead of per-pixel lighting. |
particle_trails |
Enables the trails when used on particle geometry. |
alpha_to_coverage |
Modo Alpha antialiasing, ver aquí para más detalles. |
alpha_to_coverage_and_one |
Modo Alpha antialiasing, ver aquí para más detalles. |
fog_disabled |
Disable receiving depth-based or volumetric fog. Useful for |
Stencil modes
Nota
Stencil support is experimental, use at your own risk. We will try to not break compatibility as much as possible, but if significant flaws are found in the API, it may change in the next minor version.
Stencil operations are a set of operations that allow writing to an efficient buffer in an hardware-accelerated manner. This is generally used to mask in or out parts of the scene.
Some of the most well-known uses are:
Outlines: Mask out the inner mesh that is being outlined to avoid inner outlines.
X-Ray: Display a mesh behind other objects.
Portals: Draw geometry that is normally "impossible" (non-Euclidian) by masking objects.
Nota
You can only read from the stencil buffer in the transparent pass. Any attempt to read in the opaque pass will fail, as it's currently not supported behavior.
Note that for compositor effects, the main renderer's stencil buffer can't be copied to a custom texture.
Stencil mode |
Descripción |
|---|---|
read |
Read from the stencil buffer. |
write |
Write reference value to the stencil buffer. |
write_if_depth_fail |
Write reference value to the stencil buffer if the depth test fails. |
compare_always |
Always pass stencil test. |
compare_equal |
Pass stencil test if the reference value is equal to the stencil buffer value. |
compare_not_equal |
Pass stencil test if the reference value is not equal to the stencil buffer value. |
compare_less |
Pass stencil test if the reference value is less than the stencil buffer value. |
compare_less_or_equal |
Pass stencil test if the reference value is less than or equal to the stencil buffer value. |
compare_greater |
Pass stencil test if the reference value is greater than the stencil buffer value. |
compare_greater_or_equal |
Pass stencil test if the reference value is greater than or equal to the stencil buffer value. |
Funciones propias
Values marked as in are read-only. Values marked as out can optionally be written to and will
not necessarily contain sensible values. Values marked as inout provide a sensible default
value, and can optionally be written to. Samplers cannot be written to so they are not marked.
Not all built-ins are available in all processing functions. To access a vertex
built-in from the fragment() function, you can use a varying.
The same applies for accessing fragment built-ins from the light() function.
Funciones incorporadas globales
Las internas globales están disponibles en todas partes, incluyendo las funciones personalizadas.
Integrado |
Descripción |
|---|---|
en real TIME |
Global time since the engine has started, in seconds. It repeats after every |
in float PI |
A |
in float TAU |
A |
in float E |
An |
in booleano OUTPUT_IS_SRGB |
|
in float CLIP_SPACE_FAR |
Espacio de recorte hasta el valor |
Incorporados en Vertex
Vertex data (VERTEX, NORMAL, TANGENT, and BITANGENT) are presented in model space
(also called local space). If not written to, these values will not be modified and be
passed through as they came, then transformed into view space to be used in fragment().
They can optionally be presented in world space by using the world_vertex_coords render mode.
Los usuarios pueden desactivar la transformada incorporada de modelview (la proyección seguirá sucediendo más tarde) y hacerlo manualmente con el siguiente código:
shader_type spatial;
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
Other built-ins, such as UV, UV2, and COLOR, are also passed through to the fragment() function if not modified.
Users can override the modelview and projection transforms using the POSITION built-in. If POSITION is written
to anywhere in the shader, it will always be used, so the user becomes responsible for ensuring that it always has
an acceptable value. When POSITION is used, the value from VERTEX is ignored and projection does not happen.
However, the value passed to the fragment shader still comes from VERTEX.
For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
is usually:
x: Ángulo de rotación en radianes.
y: Phase during lifetime (
0.0to1.0).z: Fotograma de animación.
This allows you to easily adjust the shader to a particle system using default particle material. When writing a custom particle shader, this value can be used as desired.
Integrado |
Descripción |
|---|---|
en vec2 VIEWPORT_SIZE |
Tamaño del viewport (en píxeles). |
in mat4 VIEW_MATRIX |
El espacio mundial para ver la transformada del espacio. |
in mat4 INV_VIEW_MATRIX |
Transform de espacio de vista a espacio de mundo. |
in mat4 MAIN_CAM_INV_VIEW_MATRIX |
View space to world space transform of the camera used to draw the current viewport. |
in mat4 INV_PROJECTION_MATRIX |
Recortar el espacio para ver la transformada del espacio. |
in vec3 NODE_POSITION_WORLD |
Posición del nodo, en el espacio mundial. |
in vec3 NODE_POSITION_VIEW |
Node position, in view space. |
in vec3 CAMERA_POSITION_WORLD |
Camera position, in world space. Represents the midpoint of the two eyes when in multiview/stereo rendering. |
in vec3 CAMERA_DIRECTION_WORLD |
Camera direction, in world space. |
in uint CAMERA_VISIBLE_LAYERS |
Cull layers of the camera rendering the current pass. |
en entero INSTANCE_ID |
ID de instancia para el instanciamiento. |
in vec4 INSTANCE_CUSTOM |
Datos personalizados de la instancia (para las partículas, en su mayoría). |
in int VIEW_INDEX |
The view that we are rendering.
|
in int VIEW_MONO_LEFT |
Constant for Mono or left eye, always |
in int VIEW_RIGHT |
Constant for right eye, always |
in vec3 EYE_OFFSET |
Position offset for the eye being rendered, in view space. Only applicable for multiview rendering. |
inout vec3 VERTEX |
Position of the vertex, in model space.
In world space if |
in int VERTEX_ID |
The index of the current vertex in the vertex buffer. |
inout vec3 NORMAL |
Normal in model space.
In world space if |
inout vec3 TANGENT |
Tangent in model space.
In world space if |
inout vec3 BINORMAL |
Binormal in model space.
In world space if |
out vec4 POSITION |
If written to, overrides final vertex position in clip space. |
inout vec2 UV |
Canal principal de UV. |
inout vec2 UV2 |
Canal secundario UV. |
inout vec4 COLOR |
Color from vertices. Limited to values between |
out float ROUGHNESS |
Rugosidad para la iluminación del vértice. |
inout float POINT_SIZE |
Tamaño de punto para la representación de puntos. |
inout mat4 MODELVIEW_MATRIX |
Model/local space to view space transform (use if possible). |
inout mat3 MODELVIEW_NORMAL_MATRIX |
|
in mat4 MODEL_MATRIX |
Model/local space to world space transform. |
in mat3 MODEL_NORMAL_MATRIX |
|
inout mat4 PROJECTION_MATRIX |
Ver el espacio para recortar la transformación del espacio. |
in uvec4 BONE_INDICES |
|
in vec4 BONE_WEIGHTS |
|
in vec4 CUSTOM0 |
Custom value from vertex primitive. When using extra
UVs, |
in vec4 CUSTOM1 |
Custom value from vertex primitive. When using extra
UVs, |
in vec4 CUSTOM2 |
Custom value from vertex primitive. When using extra
UVs, |
in vec4 CUSTOM3 |
Custom value from vertex primitive. |
out float Z_CLIP_SCALE |
If written to, scales the vertex towards the camera to
avoid clipping into things like walls.
Lighting and shadows will continue to work correctly
when this is written to, but screen-space effects like
SSAO and SSR may break with lower scales. Try to keep
this value as close to |
Nota
MODELVIEW_MATRIX combines both the MODEL_MATRIX and VIEW_MATRIX and is better suited when floating point issues may arise. For example, if the object is very far away from the world origin, you may run into floating point issues when using the separated MODEL_MATRIX and VIEW_MATRIX.
Nota
INV_VIEW_MATRIX is the matrix used for rendering the object in that pass, unlike MAIN_CAM_INV_VIEW_MATRIX, which is the matrix of the camera in the scene. In the shadow pass, INV_VIEW_MATRIX's view is based on the camera that is located at the position of the light.
Incorporados en Fragment
El uso por defecto de una función del procesador de fragmentos Godot es configurar las propiedades materiales de su objeto y dejar que el renderizador incorporado se encargue del shader final. Sin embargo, no es necesario que utilices todas estas propiedades, y si no las escribes, Godot optimizará la funcionalidad correspondiente.
Integrado |
Descripción |
|---|---|
en vec2 VIEWPORT_SIZE |
Tamaño del viewport (en píxeles). |
in vec4 FRAGCOORD |
Coordinate of pixel center in screen space. |
in booleano FRONT_FACING |
|
in vec3 VIEW |
Normalized vector from fragment position to camera (in view space). This is the same for both perspective and orthogonal cameras. |
in vec2 UV |
UV that comes from the |
in vec2 UV2 |
UV2 that comes from the |
in vec4 COLOR |
COLOR that comes from the |
in vec2 POINT_COORD |
Point coordinate for drawing points with |
in mat4 MODEL_MATRIX |
Model/local space to world space transform. |
in mat3 MODEL_NORMAL_MATRIX |
Model/local space to world space transform for normals. This is the same as |
in mat4 VIEW_MATRIX |
El espacio mundial para ver la transformada del espacio. |
in mat4 INV_VIEW_MATRIX |
Transform de espacio de vista a espacio de mundo. |
in mat4 PROJECTION_MATRIX |
Ver el espacio para recortar la transformación del espacio. |
in mat4 INV_PROJECTION_MATRIX |
Recortar el espacio para ver la transformada del espacio. |
in vec3 NODE_POSITION_WORLD |
Posición del nodo, en el espacio mundial. |
in vec3 NODE_POSITION_VIEW |
Node position, in view space. |
in vec3 CAMERA_POSITION_WORLD |
Camera position, in world space. Represents the midpoint of the two eyes when in multiview/stereo rendering. |
in vec3 CAMERA_DIRECTION_WORLD |
Camera direction, in world space. |
in uint CAMERA_VISIBLE_LAYERS |
Cull layers of the camera rendering the current pass. |
in vec3 VERTEX |
Position of the fragment (pixel), in view space. It is the |
inout vec3 LIGHT_VERTEX |
A writable version of |
in int VIEW_INDEX |
The view that we are rendering. Used to distinguish between views in multiview/stereo rendering.
|
in int VIEW_MONO_LEFT |
Constant for Mono or left eye, always |
in int VIEW_RIGHT |
Constant for right eye, always |
in vec3 EYE_OFFSET |
Position offset for the eye being rendered, in view space. Only applicable for multiview rendering. |
sampler2D SCREEN_TEXTURE |
Removed in Godot 4. Use a |
in vec2 SCREEN_UV |
Screen UV coordinate for the current pixel. |
sampler2D DEPTH_TEXTURE |
Removed in Godot 4. Use a |
out real DEPTH |
Custom depth value (range |
inout vec3 NORMAL |
Normal that comes from the |
inout vec3 TANGENT |
Tangent that comes from the |
inout vec3 BINORMAL |
Binormal that comes from the |
out vec3 NORMAL_MAP |
Set normal here if reading normal from a texture instead of |
out float NORMAL_MAP_DEPTH |
Depth from |
out vec3 ALBEDO |
Albedo (default white). Base color. |
out real ALPHA |
Alpha (range |
out float ALPHA_SCISSOR_THRESHOLD |
Si se escribe, se descartan los valores inferiores a una cierta cantidad de alfa. |
out float ALPHA_HASH_SCALE |
Alpha hash scale when using the alpha hash transparency mode. Defaults to |
out float ALPHA_ANTIALIASING_EDGE |
The threshold below which alpha to coverage antialiasing should be used. Defaults to |
out vec2 ALPHA_TEXTURE_COORDINATE |
The texture coordinate to use for alpha-to-coverge antialiasing. Requires the
|
out float PREMUL_ALPHA_FACTOR |
Premultiplied alpha factor. Only effective if |
out float METALLIC |
Metallic (range |
out float SPECULAR |
Specular (not physically accurate to change). Defaults to |
out float ROUGHNESS |
Roughness (range |
out real RIM |
Rim (range |
out real RIM_TINT |
Rim Tint, range from |
out real CLEARCOAT |
Small specular blob added on top of the existing one. If used, Godot calculates clearcoat. |
out real CLEARCOAT_GLOSS |
Gloss of clearcoat. If used, Godot calculates clearcoat. |
out real ANISOTROPY |
Para distorsionar la mancha especular según el espacio tangencial. |
out vec2 ANISOTROPY_FLOW |
Dirección de la distorsión, uso con flowmaps. |
out real SSS_STRENGTH |
Strength of subsurface scattering. If used, subsurface scattering will be applied to the object. |
out vec4 SSS_TRANSMITTANCE_COLOR |
Color of subsurface scattering transmittance. If used, subsurface scattering transmittance will be applied to the object. |
out float SSS_TRANSMITTANCE_DEPTH |
Depth of subsurface scattering transmittance. Higher values allow the effect to reach deeper into the object. |
out float SSS_TRANSMITTANCE_BOOST |
Boosts the subsurface scattering transmittance if set above |
inout vec3 BACKLIGHT |
Color of backlighting (works like direct light, but it's received even if the normal is slightly facing away from the light). If used, backlighting will be applied to the object. Can be used as a cheaper approximation of subsurface scattering. |
out real AO |
Strength of ambient occlusion. For use with pre-baked AO. |
out real AO_LIGHT_AFFECT |
How much ambient occlusion affects direct light (range |
out vec3 EMISSION |
Emission color (can go over |
out vec4 FOG |
If written to, blends final pixel color with |
out vec4 RADIANCE |
If written to, blends environment map radiance with |
out vec4 IRRADIANCE |
If written to, blends environment map irradiance with |
Nota
Los shaders que pasan por la tubería de transparencia cuando se escribe en ALPHA pueden presentar problemas de ordenación de transparencia. Lee la sección de ordenación de transparencia en la página de limitaciones de renderizado 3D para obtener más información y formas de evitar problemas.
Incorporados en Light
Writing light processor functions is completely optional. You can skip the light() function by using
the unshaded render mode. If no light function is written, Godot will use the material properties
written to in the fragment() function to calculate the lighting for you (subject to the render mode).
The light() function is called for every light in every pixel. It is called within a loop for each light type.
Below is an example of a custom light() function using a Lambertian lighting model:
void light() {
DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR / PI;
}
Si quieres que las luces se sumen, agrega la contribución de la luz a DIFUSE_LIGHT usando +=, en lugar de sobrescribirla.
Advertencia
The light() function won't be run if the vertex_lighting render mode is enabled, or if
Rendering > Quality > Shading > Force Vertex Shading
is enabled in the Project Settings. (It's enabled by default on mobile platforms.)
Integrado |
Descripción |
|---|---|
en vec2 VIEWPORT_SIZE |
Tamaño del viewport (en píxeles). |
in vec4 FRAGCOORD |
La coordenada del centro del píxel en el espacio de la pantalla. |
in mat4 MODEL_MATRIX |
Model/local space to world space transform. |
in mat4 INV_VIEW_MATRIX |
Transform de espacio de vista a espacio de mundo. |
in mat4 VIEW_MATRIX |
El espacio mundial para ver la transformada del espacio. |
in mat4 PROJECTION_MATRIX |
Ver el espacio para recortar la transformación del espacio. |
in mat4 INV_PROJECTION_MATRIX |
Recortar el espacio para ver la transformada del espacio. |
in vec3 NORMAL |
Vector normal, en el espacio de visión. |
in vec2 SCREEN_UV |
Screen UV coordinate for the current pixel. |
in vec2 UV |
UV that comes from the |
in vec2 UV2 |
UV2 that comes from the |
in vec3 VIEW |
Vector de vista, en el espacio de vista. |
in vec3 LIGHT |
Light vector, in view space. |
in vec3 LIGHT_COLOR |
Light color multiplied by
light energy multiplied by
|
in float SPECULAR_AMOUNT |
For OmniLight3D and SpotLight3D,
|
in bool LIGHT_IS_DIRECTIONAL |
|
in float ATTENUATION |
Atenuación basada en la distancia o en la sombra. |
in vec3 ALBEDO |
Albedo de la base. |
in vec3 BACKLIGHT |
|
in float METALLIC |
Metálico. |
in real ROUGHNESS |
Rugosidad. |
out vec3 DIFFUSE_LIGHT |
Resultado de luz difusa. |
out vec3 SPECULAR_LIGHT |
Resultado de la luz especular. |
out real ALPHA |
Alpha (range |
Nota
Los shaders que pasan por la tubería de transparencia cuando se escribe en ALPHA pueden presentar problemas de ordenación de transparencia. Lee la sección de ordenación de transparencia en la página de limitaciones de renderizado 3D para obtener más información y formas de evitar problemas.
Transparent materials also cannot cast shadows or appear in
hint_screen_texture and hint_depth_texture uniforms. This in turn prevents those
materials from appearing in screen-space reflections or refraction.
SDFGI sharp reflections are not visible on transparent
materials (only rough reflections are visible on transparent materials).