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CanvasItemシェーダー¶
CanvasItemシェーダーは、Godotですべての2D要素を描画するために使用されます。これらには、CanvasItemsから継承するすべてのノード、およびすべてのGUI要素が含まれます。
CanvasItemシェーダーには、Spatialシェーダーよりも少ない組み込み変数と関数が含まれていますが、頂点、フラグメント、およびライトプロセッサー関数と同じ基本構造を維持しています。
レンダリングモード¶
レンダリングモード |
説明 |
---|---|
blend_mix |
ミックスブレンドモード(アルファは透明度)、デフォルト。 |
blend_add |
加算ブレンドモード。 |
blend_sub |
減算ブレンドモード。 |
blend_mul |
乗法ブレンドモード。 |
blend_premul_alpha |
事前乗算されたアルファブレンドモード。 |
blend_disabled |
ブレンドを無効にすると、値(アルファを含む)がそのまま書き込まれます。 |
unshaded |
結果は単なるアルベドです。マテリアルではライティング/シェーディングは発生しません。 |
light_only |
ライトパスでのみ描画します。 |
skip_vertex_transform |
VERTEX needs to be transformed manually in vertex function. |
world_vertex_coords |
VERTEX is modified in world coordinates instead of local. |
Built-ins¶
"in"としてマークされた値は読み取り専用です。"out"とマークされた値はオプションの書き込み用であり、必ずしも適切な値を含むとは限りません。"inout"とマークされた値は、適切なデフォルト値を提供し、オプションで書き込むことができます。サンプラーは書込みの対象ではなく、マークされていません。
Global built-ins¶
Global built-ins are available everywhere, including custom functions.
ビルトイン |
説明 |
---|---|
in float 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 |
頂点用ビルトイン¶
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;
}
UVやCOLORなどの他のビルトインも、変更されていない場合はフラグメント関数に渡されます。
インスタンス化の場合、INSTANCE_CUSTOM変数にはインスタンスのカスタムデータが含まれます。パーティクルを使用する場合、この情報は通常次のとおりです:
x: ラジアン単位の回転角度。
y: ライフタイム中のフェーズ(0〜1)。
z: アニメーションフレーム。
ビルトイン |
説明 |
---|---|
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 |
インスタンス化のためのインスタンスID。 |
in vec4 INSTANCE_CUSTOM |
インスタンスのカスタムデータ。 |
in bool AT_LIGHT_PASS |
Always |
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 |
頂点プリミティブの色。 |
inout float POINT_SIZE |
ポイント描画のポイントサイズ。 |
フラグメント用ビルトイン¶
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;
ビルトイン |
説明 |
---|---|
in vec4 FRAGCOORD |
ピクセルの中心の座標。画面スペース内。 |
in vec2 SCREEN_PIXEL_SIZE |
個々のピクセルのサイズ。解像度の逆数に等しい。 |
in vec2 POINT_COORD |
描画ポイントの座標。 |
sampler2D TEXTURE |
デフォルトの2Dテクスチャ。 |
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 bool AT_LIGHT_PASS |
Always |
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 |
頂点関数からのUV。 |
in vec2 SCREEN_UV |
現在のピクセルのスクリーンUV座標。 |
sampler2D SCREEN_TEXTURE |
Removed in Godot 4. Use a |
inout vec3 NORMAL |
**NORMAL_TEXTURE ** からの法線の読み込み。書き込み可能。 |
sampler2D NORMAL_TEXTURE |
デフォルトの2D法線テクスチャ。 |
out vec3 NORMAL_MAP |
Configures normal maps meant for 3D for use in 2D. If used, overrides NORMAL. |
out float NORMAL_MAP_DEPTH |
スケーリングのための法線マップの深さ。 |
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. |
ライト用ビルトイン¶
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);
}
ビルトイン |
説明 |
---|---|
in vec4 FRAGCOORD |
ピクセルの中心の座標。画面スペース内。 |
in vec3 NORMAL |
Input Normal. |
in vec4 COLOR |
Input Color. This is the output of the fragment function. |
in vec2 UV |
頂点関数からのUV。フラグメント関数のUVと同等です。 |
sampler2D TEXTURE |
CanvasItemに使用されている現在のテクスチャ。 |
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 |
現在のピクセルのスクリーンUV座標。 |
in vec2 POINT_COORD |
ポイントスプライトのUV。 |
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.
関数 |
説明 |
---|---|
float texture_sdf (vec2 sdf_pos) |
Performs an SDF texture lookup. |
vec2 texture_sdf_normal (vec2 sdf_pos) |
Calculates a normal from the SDF texture. |
vec2 sdf_to_screen_uv (vec2 sdf_pos) |
SDFをスクリーンUVに変換します。 |
vec2 screen_uv_to_sdf (vec2 uv) |
Converts screen UV to a SDF. |