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Shaders CanvasItem¶
Los shaders CanvasItem se usan para dibujar todos los elementos 2D en Godot. Estos incluyen todos los nodos que heredan de CanvasItems, y todos los elementos GUI.
Los shaders CanvasItem contienen menos variables incorporadas y funcionalidad que los shaders espaciales, pero mantienen la misma estructura básica con funciones de vértice, fragmento y procesador de luz.
Modos de renderizado¶
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 |
Modo de blending con alfa premultiplicado. |
blend_disabled |
Desactivar la mezcla, los valores (incluido el alfa) se escriben tal cual. |
unshaded |
El resultado es sólo albedo. El material no recibe luces ni shading. |
light_only |
Sólo dibuja en light pass (cuando se usa multipass). |
skip_vertex_transform |
VERTEX needs to be transformed manually in vertex function. |
world_vertex_coords |
VERTEX is modified in world coordinates instead of local. |
Funciones propias¶
Los valores marcados como "in" son de sólo lectura. Los valores marcados como "out" son de escritura opcional y no necesariamente contendrán valores sensibles. Los valores marcados como "inout" proporcionan un valor por defecto sensato y pueden escribirse opcionalmente. Los valores marcados como "in" no son objeto de escritura y no están marcados.
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 (always positive).
It's subject to the rollover setting (which is 3,600 seconds by default).
It's not affected by time_scale
or pausing, but you can define a global shader uniform to add a "scaled"
|
in float PI |
A |
in float TAU |
A |
in float E |
A |
Incorporados en Vertex¶
Vertex data (VERTEX
) is presented in local space (pixel coordinates, relative to the Node2D's origin).
If not written to, these values will not be modified and be passed through as they came.
The user can disable the built-in model to world transform (world to screen and projection will still happen later) and do it manually with the following code:
shader_type canvas_item;
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}
Otros típos integrados, como UV y COLOR, también se pasan a la función fragment si no están modificados.
Para el instanciamiento, la variable INSTANCE_CUSTOM contiene los datos personalizados de la instancia. Cuando se usan partículas, esta información es normalment:
x: Ángulo de rotación en radianes.
y: Fase durante la vida (0 a 1).
z: Fotograma de animación.
Integrado |
Descripción |
---|---|
in mat4 MODEL_MATRIX |
Local space to world space transform. World space is the coordinates you normally use in the editor. |
in mat4 CANVAS_MATRIX |
World space to canvas space transform. In canvas space the origin is the upper-left corner of the screen and coordinates ranging from (0, 0) to viewport size. |
in mat4 SCREEN_MATRIX |
Canvas space to clip space. In clip space coordinates ranging from (-1, -1) to (1, 1). |
in int INSTANCE_ID |
ID de instancia para el instanciamiento. |
in vec4 INSTANCE_CUSTOM |
Datos personalizados de la instancia. |
in booleano AT_LIGHT_PASS |
Siempre |
in vec2 TEXTURE_PIXEL_SIZE |
Normalized pixel size of default 2D texture.
For a Sprite2D with a texture of size 64x32px,
TEXTURE_PIXEL_SIZE = |
inout vec2 VERTEX |
Vertex, in local space. |
in int VERTEX_ID |
The index of the current vertex in the vertex buffer. |
inout vec2 UV |
Normalized texture coordinates. Range from 0 to 1. |
inout vec4 COLOR |
El color del vértice primitivo. |
inout real POINT_SIZE |
Tamaño del punto para el dibujo del punto. |
Incorporados en Fragment¶
Certain Nodes (for example, Sprite2Ds) display a texture
by default. However, when a custom fragment function is attached to these nodes,
the texture lookup needs to be done manually. Godot provides the texture color
in the COLOR
built-in variable multiplied by the node's color. To read the
texture color by itself, you can use:
COLOR = texture(TEXTURE, UV);
Similarly, if a normal map is used in the CanvasTexture, Godot uses
it by default and assigns its value to the built-in NORMAL
variable. If you are using a normal
map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign
it to the NORMALMAP
property. Godot will handle converting it for use in 2D and overwriting NORMAL
.
NORMALMAP = texture(NORMAL_TEXTURE, UV).rgb;
Integrado |
Descripción |
---|---|
in vec4 FRAGCOORD |
Coordinate of pixel center. In screen space. |
in vec2 SCREEN_PIXEL_SIZE |
El tamaño de los píxeles individuales. Igual a la inversa de la resolución. |
in vec2 POINT_COORD |
Coordenadas para dibujar puntos. |
sampler2D TEXTURE |
Textura 2D por defecto. |
in vec2 TEXTURE_PIXEL_SIZE |
Normalized pixel size of default 2D texture.
For a Sprite2D with a texture of size 64x32px,
TEXTURE_PIXEL_SIZE = |
in booleano AT_LIGHT_PASS |
Siempre |
sampler2D SPECULAR_SHININESS_TEXTURE |
Specular shininess texture of this object. |
in vec4 SPECULAR_SHININESS |
Specular shininess color, as sampled from the texture. |
in vec2 UV |
UV de la función del vértice. |
in vec2 SCREEN_UV |
Muestra la coordenada UV para el píxel actual. |
sampler2D SCREEN_TEXTURE |
Removed in Godot 4. Use a |
inout vec3 NORMAL |
Lectura normal de NORMAL_TEXTURE. Escrito. |
sampler2D NORMAL_TEXTURE |
Textura normal 2D por defecto. |
out vec3 NORMAL_MAP |
Configures normal maps meant for 3D for use in 2D. If used, overrides NORMAL. |
out float NORMAL_MAP_DEPTH |
Profundidad del Normalmap para el escalado. |
inout vec2 VERTEX |
Pixel position in screen space. |
inout vec2 SHADOW_VERTEX |
Same as |
inout vec3 LIGHT_VERTEX |
Same as |
inout vec4 COLOR |
Color from vertex function multiplied by the TEXTURE color. Also output color value. |
Incorporados en Light¶
Light processor functions work differently in Godot 4.x than they did in Godot 3.x. In Godot 4.x all lighting is done during the regular draw pass. In other words, Godot no longer draws the object again for each light.
Use render_mode unshaded
if you do not want the light processor function to
run. Use render_mode light_only
if you only want to see the impact of
lighting on an object; this can be useful when you only want the object visible
where it is covered by light.
If you define a light function it will replace the built in light function, even if your light function is empty.
Below is an example of a light shader that takes a CanvasItem's normal map into account:
void light() {
float cNdotL = max(0.0, dot(NORMAL, LIGHT_DIRECTION));
LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a);
}
Integrado |
Descripción |
---|---|
in vec4 FRAGCOORD |
Coordinate of pixel center. In screen space. |
in vec3 NORMAL |
Normal de entrada. |
in vec4 COLOR |
Input Color. This is the output of the fragment function. |
in vec2 UV |
UV de la función de vértice, equivalente a la UV en la función de fragmento. |
sampler2D TEXTURE |
Textura actual en uso para CanvasItem. |
in vec2 TEXTURE_PIXEL_SIZE |
Normalized pixel size of TEXTURE.
For a Sprite2D with a TEXTURE of size 64x32px,
TEXTURE_PIXEL_SIZE = |
in vec2 SCREEN_UV |
Muestra la coordenada UV para el píxel actual. |
in vec2 POINT_COORD |
UV para Point Sprite. |
in vec4 LIGHT_COLOR |
Color of Light multiplied by Light's texture. |
in float LIGHT_ENERGY |
Energy multiplier of Light. |
in vec3 LIGHT_POSITION |
Position of Light in screen space. If using a |
in vec3 LIGHT_DIRECTION |
Direction of Light in screen space. |
in bool LIGHT_IS_DIRECTIONAL |
|
in vec3 LIGHT_VERTEX |
Pixel position, in screen space as modified in the fragment function. |
inout vec4 LIGHT |
Output color for this Light. |
in vec4 SPECULAR_SHININESS |
Specular shininess, as set in the object's texture. |
out vec4 SHADOW_MODULATE |
Multiply shadows cast at this point by this color. |
SDF functions¶
There are a few additional functions implemented to sample an automatically generated Signed Distance Field texture. These functions available for Fragment and Light functions of CanvasItem shaders.
The signed distance field is generated from LightOccluder2D nodes present in the scene with the SDF Collision property enabled (which is the default). See the 2D lights and shadows documentation for more information.
Función |
Descripción |
---|---|
float texture_sdf (vec2 sdf_pos) |
Realiza una lectura de textura SDF. |
vec2 texture_sdf_normal (vec2 sdf_pos) |
Calculates a normal from the SDF texture. |
vec2 sdf_to_screen_uv (vec2 sdf_pos) |
Converts a SDF to screen UV. |
vec2 screen_uv_to_sdf (vec2 uv) |
Convierte UV de pantalla a SDF. |