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Geral

  • Sobre
    • Introdução
      • Antes de você começar
      • Sobre o Godot Engine
      • Sobre a documentação
      • Organização da documentação
    • Perguntas Frequentes
      • O que eu posso fazer com o Godot? Quanto custa? Quais são os termos de licença?
      • Quais plataformas são suportadas por Godot?
      • Quais linguagens de programação são suportadas pelo Godot?
      • O que é GDScript e porque eu devo usá-lo?
      • Quais foram as motivações por trás da criação do GDScript?
      • Quais tipos de formatos de modelos 3D são suportados por Godot?
      • A [insira aqui uma SDK fechada como PhysX, GameWorks, etc.] será suportada no Godot?
      • Como devem ser criados os ativos para lidar com múltiplas resoluções ou razões de aspecto?
      • Como posso estender Godot?
      • Eu gostaria de contribuir! Como eu posso começar?
      • Eu tenho uma grande ideia para Godot. Como posso compartilhar essa ideia?
      • Por que Godot não usa STL (Standard Template Library, ou Biblioteca de Modelos Padrão)
      • Por que Godot não usa exceções?
      • Por que Godot não aplica o RTTI?
      • Por que Godot não força os usuários a implementar o DoD (Data oriented Design, ou Design orientado a Dados)?
      • Como eu posso ajudar o desenvolvimento de Godot ou contribuir?
      • Quem está trabalhando no Godot? Como entro em contato com vocês?
    • Alterações da Documentação
      • Novos tutoriais desde a versão 3.1
        • Fluxo de trabalho do projeto
        • 2D
        • Áudio
        • Math
        • Entradas
        • Internacionalização
        • Sombreamento
        • Trabalho em rede
        • Plugins
        • Multi-threading
        • Criando conteúdo
        • Otimização
        • Jurídico
      • Novos tutoriais desde a versão 3.0
        • Passo a passo
        • Scripting
        • Fluxo de trabalho do projeto
        • 2D
        • 3D
        • Física
        • Animação
        • GUI
        • Janelas de exibição(Viewports)
        • Sombreamento
        • VR
        • Plugins
        • Específico de plataforma
        • Multi-threading
        • Criando conteúdo
        • Diversos
        • Compilando
        • Desenvolvimento da Engine

Primeiros passos

  • Passo a passo
    • Introdução ao editor do Godot
      • Gerenciador de Projetos
        • Criar ou importar um projeto
      • Seu primeiro olhar no editor do Godot
      • Os Espaços de Trabalho
      • Modificar a interface
        • Mover e redimensionar painéis
    • Cenas e nós
      • Introdução
      • Nós
      • Cenas
      • Criando um novo projeto
      • Editor
      • Configurando o projeto
      • Continua…
    • Instâncias
      • Introdução
      • Instanciando em exemplo
      • Múltiplas Instâncias
      • Editando instâncias
      • Conclusão
    • Instâncias (continuação)
      • Recapitulação
      • Linguagem de concepção
      • Sobrecarga de informações!
    • Scripting
      • Introdução
        • GDScript
        • VisualScript
        • .NET / C#
        • GDNative / C++
      • Roteirizando uma cena
        • Configuração da cena
        • Adicionando um script
        • O papel do roteiro
        • Manipulando um sinal
    • Roteirizando (continuação)
      • Processamentos
      • Grupos
      • Notificações
      • Funções substituíveis
      • Criando nós
      • Criando instâncias de cenas
      • Registre scripts como classes
    • Sinais
      • Introdução
      • Alguns exemplos
        • Conectando sinais por código
      • Sinais personalizados
      • Conclusão
    • Seu primeiro jogo
      • Visão geral
      • Configuração do projeto
        • Organizando o projeto
      • Cena do jogador
        • Estrutura de nós
        • Animação por Sprites
        • Movendo o Jogador
        • Selecionado as Animações
        • Preparando para colisões
      • Cena do inimigo
        • Configuração de nós
        • Script do inimigo
      • Cena principal
        • Gerando monstros
        • Script principal
      • HUD
        • ScoreLabel
        • MessageLabel
        • StartButton
        • Conectando HUD a Principal
        • Removendo antigas criaturas
      • Terminando
        • Plano de fundo
        • Efeitos sonoros
        • Atalho do teclado
      • Arquivos do projeto
    • Exportando
      • Visão geral
      • Preparando o projeto
      • Exportar modelos
      • Predefinições de Exportação
      • Exportando por plataforma
        • PC (Linux/MacOS/Windows)
        • Android
        • iOS
        • HTML5 (web)
    • Filosofia de Design do Godot
      • Design e composição orientada a objetos
      • Pacote com tudo incluído
      • Código aberto
      • Orientada pela comunidade
      • O editor Godot é um jogo Godot
      • Engine 2D e 3D separados
    • Design de interfaces com os nós de Controle
      • Os 5 elementos de interface do usuário mais comuns
        • TextureRect
        • TextureButton
        • TextureProgress
        • Rótulo
        • NinePatchRect
      • Existem dois fluxos de trabalho para criar interfaces de usuário responsivas
      • Coloque os elementos da interface do usuário precisamente com âncoras
        • Como alterar a âncora
        • Âncoras são relativas ao contêiner pai
        • As margens mudam com a âncora
        • Use tags de tamanho para alterar como os elementos da interface do usuário preenchem o espaço disponível
      • Organize nós de controle automaticamente com contêineres
        • Os 5 contêineres mais úteis
    • Faça o design de uma tela de menu
      • Como criar sua interface com o usuário do jogo
      • Projetar o menu principal
        • Divida o protótipo da interface do usuário
        • Prepare a cena do Menu Principal
        • Adicione as sprites da interface do usuário
        • Adicionar contêineres para colocar elementos da interface do usuário automaticamente
        • Divida o protótipo da interface do usuário
    • Projetar a GUI
      • Desmembrando a interface do usuário
      • Crie a GUI base
        • Crie as barras de base
        • Substitua a fonte do Rótulo
        • Adicione a barra de progressão
      • Design the bomb and emerald counters
      • Transforme a barra e o contador em componentes de interface do usuário reutilizáveis
      • Use scene inheritance to create the remaining elements
        • Herdar a Cena da Barra para construir a LifeBar
        • Projete o EnergyBar
        • Prepare the bomb and emerald counters
      • Adicione os componentes da interface do usuário à GUI final
      • Coloque a GUI no protótipo do jogo
    • Controlar a interface do jogo com código
      • Introdução
      • Baixe e explore o projeto inicial
      • Configurar a barra de vida com o máximo de segurança do jogador
      • Atualize a vida com um sinal quando o jogador leva um golpe
      • Animar a perda de vida com o nó Tween
      • Atribuir a _health animada para o LifeBar
      • Clareia a barra quando o jogador morre
    • Tela de abertura
      • Tutorial
      • Configurando
    • Animações
      • Introdução
      • Adicionar um player de animação
      • Criando a animação
      • Editando a animação
    • Recursos
      • Nós e recursos
      • Externo vs embutido
      • Carregando recursos a partir do código
      • Carregando cenas
      • Liberando recursos
      • Creating your own resources
    • Sistema de arquivos
      • Introdução
      • Implementação
      • project.godot
      • Delimitador de caminho
      • Caminho de recursos
      • Caminho do usuário
      • Sistema de arquivos da máquina
      • Desvantagens
    • Árvore de cena
      • Introdução
      • Loop principal
      • Árvore de cena
      • Viewport raiz
      • Árvore de cena
      • Ordem da árvore
      • “Tornando-se ativo” entrando na * Scene Tree *
      • Alterando a cena atual
    • Singletons (Carregamento Automático)
      • Introdução
      • Carregamento Automático
      • Comutador de cena personalizado
        • Global.gd
  • Manual do editor
    • De Unity3D à Godot Engine
      • Diferenças
      • O editor
      • O sistema de cena
      • Organização do projeto
      • Onde estão meus prefabs?
      • Correspondência do glossário
      • Scripting: GDScript, C # e Visual Script
        • Design
        • Conexões: grupos e sinais
        • Script serialization
      • Usando Godot com C ++
    • Tutorial de linha de comando
      • Command line reference
      • Caminho
      • Definindo o caminho do projeto
      • Criando um projeto
      • Executando o editor
      • Apagando uma cena
      • Executando o jogo
      • Depuração
      • Exportando
      • Executando um script
    • Usando um editor de texto externo
  • Scripting
    • GDScript
      • GDScript basics
        • Introdução
        • Linguagem
        • Tipos definidos por padrão
        • Dados
      • GDScript: Uma introdução às linguagens dinâmicas
        • Sobre
        • Natureza dinâmica
        • Arrays
        • Dictionaries
        • For e while
        • While
        • Iteradores personalizados
        • Duck typing
      • GDScript exports
        • Introduction to exports
        • Exemplos
        • Exportando sinalizadores
        • Exportando arrays
      • GDScript style guide
        • Descrição
        • Code structure
        • Naming conventions
        • Static typing
      • Static typing in GDScript
        • Uma breve olhada na tipagem estática
        • Como usar a digitação estática
        • Tipada ou dinâmica: Adote um estilo
        • Warning system
        • Casos onde você não pode especificar os tipos
        • Resumo
      • Formatação de Strings em GDScript
        • Uso na GDScript
        • Múltiplos espaços reservados
        • Especificadores de formato
        • Preenchimento
        • Sequência de escape
        • Exemplos de métodos de formatação
    • VisualScript
      • O que é o Visual Scripting ‘?’
      • Primeiros passos com o Visual Scripting
        • Creating a script
        • Adding a function
      • Nodes and terminology
        • Node properties
        • Ports and connections
        • Adding nodes
        • Adding more nodes
    • C#
      • Introdução
        • Setting up C# for Godot
        • Configurando um editor externo
        • Criando um script C#
        • Configuração de projeto e fluxo de trabalho
        • Exemplo
        • Diferenças gerais entre o C# e o GDScript
        • Pegadinhas gerais e problemas conhecidos
        • Performance do C# no Godot
        • Using NuGet packages in Godot
      • Funcionalidades
        • Type conversion and casting
        • C# signals
      • Diferenças da API para o GDScript
        • General differences
        • Global scope
        • A palavra-chave Export
        • A palavra-chave Signal
        • Singletons
        • String
        • Basis
        • Transform2D
        • Plane
        • Rect2
        • Quat
        • Vetor
        • Dicionário
        • Variant
        • Comunicando com outras linguagens de script
        • Conceder
        • Outras diferenças
      • C# style guide
        • Language specification
        • Formatting conventions
        • Line breaks and blank lines
        • Using spaces
        • Naming conventions
        • Implicitly typed local variables
        • Other considerations
  • Fluxo de trabalho do projeto
    • Configuração do projeto
      • Organização do projeto
        • Introdução
        • Organização
        • Importando
    • Fluxo de trabalho de ativos
      • Processo de importação
        • Importando ativos em Godot 3.0+
        • Alterando Parâmetros de Importação
        • Reimporto Automático
        • Arquivos gerados
        • Alterando o Tipo de Recurso de Importação
        • Alterando Parâmetros de Importação Padrão
        • Simplicidade é a chave!
      • Importing images
        • Why import them?
        • Importing textures
        • Compression
        • Bandeiras
        • Process
      • Importando samples de áudio
        • Why import?
        • Best practices
      • Importing translations
        • Games and internationalization
        • Translation format
        • CSV importer
      • Importing 3D scenes
        • Godot scene importer
        • Importar fluxos de trabalho
        • Import options
        • Animation options
        • Scene inheritance
        • Import hints
      • Blender ESCN exporter
        • Detalhes sobre exportação
        • Desativando objetos específicos
        • Build pipeline integration
    • Exportar
      • Exporting projects
        • Why export?
        • Export menu
        • Exporting from the command line
      • Exporting packs, patches, and mods
        • Use cases
        • Overview of PCK files
        • Generating PCK files
        • Opening PCK files at runtime
        • Resumo
      • Feature tags
        • Introdução
        • Default features
        • Custom features
        • Overriding project settings
        • Default overrides
        • Customizing the build
      • Exporting for PC
      • Exporting for iOS
        • Requirements
        • Export a Godot project to Xcode
        • Active development considerations
        • Services for iOS
      • Exporting for Universal Windows Platform
        • Limitations on Xbox One
        • Creating a signing certificate
        • Signing the package
        • Instalando o pacote
      • Exporting for Android
        • Download the Android SDK
        • Install OpenJDK or Oracle JDK
        • Create a debug.keystore
        • Make sure you have adb
        • Setting it up in Godot
        • Exporting for Google Play Store
        • Optimizing the APK size
      • Exporting for the Web
        • WebGL 2
        • Limitations
        • Serving the files
        • Export options
        • Calling JavaScript from script
      • One-click deploy
        • Sounds good, what is it?
        • Steps for one-click deploy
      • Custom builds for Android
        • Set up the custom build environment
        • Install the Android SDK (command-line version)
        • Install the Android SDK (Android Studio)
        • Enabling the custom build and exporting
      • Changing application icon for Windows
        • Changing the taskbar icon
        • Changing the file icon
        • Testing the result
        • ICO file requirements
    • Best practices
      • Introdução
      • Godot scenes and scripts are classes
        • Making sense of classes in Godot
        • Scripting performances and PackedScene
        • Scenes and scripts are objects
      • Scene organization
        • How to build relationships effectively
        • Choosing a node tree structure
      • When to use scenes versus scripts
        • Anonymous types
        • Named types
        • Conclusão
      • Autoloads versus internal nodes
      • When and how to avoid using nodes for everything
      • Godot interfaces
        • Acquiring object references
        • Accessing data or logic from an object
      • Godot notifications
        • _process vs. _physics_process vs. *_input
        • _init vs. initialization vs. export
        • _ready vs. _enter_tree vs. NOTIFICATION_PARENTED
      • Data preferences
        • Array vs. Dictionary vs. Object
        • Enumerations: int vs. string
        • AnimatedTexture vs. AnimatedSprite vs. AnimationPlayer vs. AnimationTree
      • Logic preferences
        • Loading vs. preloading
        • Large levels: static vs. dynamic

Tutoriais

  • 2D
    • Canvas layers
      • Viewport and Canvas items
      • CanvasLayers
    • Viewport and canvas transforms
      • Introdução
      • Canvas transform
      • Global canvas transform
      • Stretch transform
      • Transform order
      • Transform functions
      • Feeding custom input events
    • Using tilemaps
      • Introdução
      • Configuração do projeto
      • TileMap node
      • Creating a TileSet
      • Collision Shapes
      • Atlas tiles
      • Tips and tricks
    • Particle systems (2D)
      • Introdução
        • Particle nodes
        • ParticlesMaterial
        • Texture
      • Time parameters
        • Lifetime
        • One Shot
        • Preprocess
        • Speed Scale
        • Explosiveness
        • Randomness
        • Fixed FPS
        • Fract Delta
      • Drawing parameters
        • Visibility Rect
        • Local Coords
        • Draw Order
      • ParticlesMaterial settings
        • Spread
        • Gravity
        • Initial Velocity
        • Angular Velocity
        • Spin Velocity
        • Orbit Velocity
        • Linear Acceleration
        • Radial Acceleration
        • Tangential Acceleration
        • Damping
        • Angle
        • Scale
        • Cor
        • Hue variation
      • Emission Shapes
        • Máscara de Emissão
        • Cores de Emissão
    • 2D movement overview
      • Introdução
      • Setup
      • 8-way movement
      • Rotation + movement
      • Rotation + movement (mouse)
      • Click-and-move
      • Resumo
    • 2D lights and shadows
      • Introdução
      • Setup
      • Nós
      • Luzes
      • Shadows
      • Passo a passo
    • 2D meshes
      • Introdução
      • Optimizing pixels drawn
      • Converting Sprites to 2D meshes
    • Custom drawing in 2D
      • Why?
      • But…
      • OK, how?
      • Updating
      • An example: drawing circular arcs
        • Arc function
        • Draw the arc on the screen
        • Arc polygon function
        • Dynamic custom drawing
      • Ferramentas
    • 2D Sprite animation
      • Introdução
      • Individual images with AnimatedSprite
        • Controlling the animation
      • Sprite sheet with AnimationPlayer
        • Controlling an AnimationPlayer animation
      • Resumo
  • 3D
    • Introduction to 3D
      • Spatial node
      • 3D content
        • DCC-created models
        • Generated geometry
        • Immediate geometry
        • 2D in 3D
      • Environment
      • 3D viewport
        • Coordinate system
        • Space and manipulation gizmos
        • View menu
        • Default environment
        • Cameras
        • Luzes
    • Using 3D transforms
      • Introdução
      • Problems of Euler angles
        • Axis order
        • Interpolation
        • Say no to Euler angles
      • Introducing transforms
        • Manipulating transforms
        • Precision errors
        • Obtaining information
        • Setting information
        • Interpolating with quaternions
      • Transforms are your friend
    • 3D performance and limitations
      • Introdução
      • Rendering
        • Reuse shaders and materials
        • Pixel cost vs vertex cost
        • Texture compression
        • Transparent objects
        • Level of detail (LOD)
        • Use instancing (MultiMesh)
        • Bake lighting
    • Spatial Material
      • Introdução
      • Bandeiras
        • Transparent
        • Use Shadow to Opacity
        • Unshaded
        • Vertex Lighting
        • No Depth Test
        • Use Point Size
        • World Triplanar
        • Fixed Size
        • Do Not Receive Shadows
        • Disable Ambient Light
        • Ensure Correct Normals
      • Vertex Color
        • Use as Albedo
        • Is sRGB
      • Parameters
        • Diffuse Mode
        • Specular Mode
        • Blend Mode
        • Cull Mode
        • Depth Draw Mode
        • Line Width
        • Point Size
        • Billboard Mode
        • Billboard Keep Scale
        • Grow
        • Use Alpha Scissor
      • Material colors, maps and channels
        • Albedo
        • Metallic
        • Roughness
        • Emission
        • Normalmap
        • Rim
        • Clearcoat
        • Anisotropy
        • Ambient Occlusion
        • Profundidade
        • Subsurface Scattering
        • Transmission
        • Refraction
        • Detail
        • UV1 and UV2
        • Triplanar Mapping
      • Proximity and distance fade
      • Render priority
    • Lights and shadows
      • Introdução
      • Light nodes
        • Shadow mapping
        • Directional shadow mapping
        • Omni shadow mapping
        • Spot shadow mapping
    • Reflection probes
      • Introdução
      • Configurando
      • Interior vs exterior
      • Blending
      • Reflection atlas
    • GI Probes
      • Introdução
      • Configurando
      • Adding lights
      • Reflections
      • Interior vs exterior
      • Tweaking
      • Quality
    • Baked lightmaps
      • Introdução
      • Visual comparison
      • Configurando
        • Unwrap from your 3D DCC
        • Unwrap from within Godot
        • Unwrap on scene import
        • Checking UV2
      • Setting up the scene
        • Configure bounds
        • Setting up meshes
        • Setting up lights
        • Baking quality
      • Baking
        • Configuring bake
      • Dynamic objects
    • Environment and post-processing
      • Environment
        • Camera node
        • WorldEnvironment node
        • Default environment
      • Environment options
        • Plano de fundo
        • Ambient Light
        • Fog
        • Tonemap
        • Auto Exposure (HDR)
      • Mid- and post-processing effects
        • Screen-Space Reflections (SSR)
        • Screen-Space Ambient Occlusion (SSAO)
        • Depth of Field / Far Blur
        • Depth of Field / Near Blur
        • Glow
        • Adjustments
    • Light transport in game engines
      • Introdução
      • Computer displays
      • Scene linear & asset pipelines
        • sRGB transfer function to display linear ratios on image import
        • Hardware sRGB transfer function to display linear conversion
        • Scene linear to display referred nonlinear
      • Parameters of HDR
    • Using gridmaps
      • Introdução
      • Example project
      • Creating a MeshLibrary
      • Collisions
      • Materiais
      • Exporting the MeshLibrary
      • Using GridMap
      • Using GridMap in code
    • Using MultiMeshInstance
      • Introdução
      • Setting up the nodes
      • MultiMesh settings
        • Target Surface
        • Source Mesh
        • Mesh Up Axis
        • Random Rotation
        • Random Tilt
        • Random Scale
        • Scale
        • Amount
    • CSG
      • Introduction to CSG nodes
        • CSG tools features
        • CSGPolygon
        • Custom meshes
        • CSGCombiner
        • Processing order
      • Prototyping a level
    • Jogo de tiro em primeira pessoa (FPS)
      • Parte 1
        • Introdução
        • Part overview
        • Preparando tudo
        • Fazendo a lógica de movimento em FPS
        • Giving the player a flash light and the option to sprint
        • Final notes
      • Part 2
        • Part overview
        • Making a system to handle animations
        • Getting the animations ready
        • Creating the bullet scene
        • Creating the first weapon
        • Creating the other two weapons
        • Making the weapons work
        • Creating some test subjects
        • Final notes
      • Part 3
        • Part overview
        • Changing levels
        • Adding ammo
        • Adding reloading to the weapons
        • Adding reloading to the player
        • Adding sounds
        • Final notes
      • Part 4
        • Part overview
        • Adding joypad input
        • Adding mouse scroll wheel input
        • Adding the health pickups
        • Adding the ammo pickups
        • Adding breakable targets
        • Final notes
      • Part 5
        • Part overview
        • Adicionando granadas
        • Adding grenades to the player
        • Adding the ability to grab and throw RigidBody nodes to the player
        • Adicionando uma torre
        • Final notes
      • Part 6
        • Part overview
        • Adding the main menu
        • Making the Globals singleton
        • Adding the debug menu
        • Adding a pause menu
        • Starting the respawn system
        • Finishing the respawn system
        • Writing a sound system we can use anywhere
        • Final notes
    • Animating thousands of objects
      • Animating thousands of fish with MultiMeshInstance
        • Animating one Fish
        • Making a school of fish
        • Animating a school of fish
      • Controlling thousands of fish with Particles
  • Áudio
    • Audio buses
      • Introdução
      • Decibel scale
      • Audio buses
      • Playback of audio through a bus
      • Adding effects
        • Amplify
        • BandLimit and BandPass
        • Chorus
        • Compressor
        • Delay
        • Distortion
        • EQ
        • EQ6, EQ10, EQ21
        • Filtro
        • HighPassFilter, HighShelfFilter
        • Limiter
        • LowPassFilter, LowShelfFilter
        • NotchFilter
        • Panner
        • Phaser
        • PitchShift
        • Record
        • Reverb
        • SpectrumAnalyzer
        • StereoEnhance
      • Automatic bus disabling
      • Bus rearrangement
      • Default bus layout
    • Audio streams
      • Introdução
      • AudioStream
      • AudioStreamPlayer
      • AudioStreamPlayer2D
      • AudioStreamPlayer3D
        • Reverb buses
        • Doppler
    • Sync the gameplay with audio and music
      • Introdução
      • Using the system clock to sync
      • Using the sound hardware clock to sync
    • Recording with microphone
      • The structure of the demo
  • Física
    • Introdução à física
      • Collision objects
        • Collision shapes
        • Chamadas de retorno do processamento da física
        • Collision layers and masks
      • Area2D
      • StaticBody2D
      • RigidBody2D
        • Modos do corpo rígido
        • Usando RigidBody2D
        • Relato de contato
      • KinematicBody2D
        • Kinematic collision response
    • RigidBody
      • What is a rigid body?
      • How to control a rigid body
      • The “look at” method
    • Using Area2D
      • Introdução
      • What is an area?
      • Area properties
      • Overlap detection
      • Area influence
        • Point gravity
        • Exemplos
    • Using KinematicBody2D
      • Introdução
      • What is a kinematic body?
      • Movement and collision
        • move_and_collide
        • move_and_slide
        • move_and_slide_with_snap
      • Which movement method to use?
      • Exemplos
        • Movement and walls
        • Bouncing/reflecting
        • Platformer movement
    • Ray-casting
      • Introdução
      • Espaço
      • Accessing space
      • Raycast query
      • Collision exceptions
      • Collision Mask
      • 3D ray casting from screen
    • Ragdoll system
      • Introdução
      • Setting up the ragdoll
        • Creating physical bones
        • Cleaning up the skeleton
        • Collision shape adjustment
        • Joints adjustment
      • Simulating the ragdoll
        • Collision layer and mask
    • Kinematic character (2D)
      • Introdução
      • Physics process
      • Configuração da cena
      • Moving the kinematic character
    • SoftBody
      • Basic set-up
      • Cloak simulation
  • Math
    • Vector math
      • Introdução
      • Coordinate systems (2D)
      • Vector operations
        • Member access
        • Adding vectors
        • Scalar multiplication
      • Practical applications
        • Movement
        • Pointing toward a target
      • Unit vectors
        • Normalization
        • Reflection
      • Dot product
        • Facing
      • Cross product
        • Calculating normals
        • Pointing to a target
      • More information
    • Advanced vector math
      • Planes
        • Distance to plane
        • Away from the origin
        • Constructing a plane in 2D
        • Some examples of planes
      • Collision detection in 3D
    • Matrices and transforms
      • Introdução
      • Oriented coordinate system (OCS)
      • Basis
      • Transforms in Godot
        • Transform2D
        • Identity
      • Operations
        • Rotation
        • Translation
        • Local to global coordinates and vice versa
        • Scale
        • Transformação
        • Inverse transform
        • Affine inverse
        • Matrix multiplication
        • Multiplication by inverse
        • Multiplication by identity
      • Matrix tips
      • Matrices & transforms in 3D
        • Basis
        • Rotation in 3D
        • Transformação
    • Interpolation
      • Vector interpolation
      • Transform interpolation
      • Smoothing motion
    • Beziers, curves and paths
      • Quadratic Bezier
      • Cubic Bezier
      • Adding control points
      • Curve2D, Curve3D, Path and Path2D
      • Evaluating
      • Desenhando
      • Traversal
  • Animação
    • Introduction to the 2D animation features
      • Visão geral
      • Create an AnimationPlayer node
      • Computer animation relies on keyframes
      • Tutorial: Creating a simple animation
        • Configuração da cena
        • Adding a track
        • The second keyframe
        • Run the animation
        • Back and forth
        • Track settings
      • Keyframes for other properties
      • Edit keyframes
      • Advanced: Call Method tracks
    • Cutout animation
      • What is it?
      • Cutout animation in Godot
      • Making of GBot
      • Setting up the rig
      • Adjusting the pivot
      • RemoteTransform2D node
      • Completing the skeleton
      • Skeletons
      • IK chains
      • Animation tips
        • Setting keyframes and excluding properties
      • Creating a rest pose
      • Modifying rotation only
      • Keyframing IK chains
      • Visually move a sprite behind its parent
      • Setting easing curves for multiple keys
      • 2D Skeletal deform
    • 2D skeletons
      • Introdução
      • Setup
      • Creating the polygons
      • Creating the skeleton
      • Deforming the polygons
      • Internal vertices
    • AnimationTree
      • Introdução
      • Creating an AnimationTree
      • Creating a tree
      • Blend tree
        • Blend2 / Blend3
        • OneShot
        • Seek
        • TimeScale
        • Transition
        • BlendSpace2D
        • BlendSpace1D
        • StateMachine
      • Root motion
      • Controlling from code
      • State machine travel
  • Entradas
    • InputEvent
      • What is it?
      • How does it work?
      • Anatomy of an InputEvent
      • Actions
      • InputMap
    • Input examples
      • Introdução
      • Events versus polling
      • Eventos de entrada
      • InputMap
        • Capturing actions
      • Keyboard events
        • Keyboard modifiers
      • Mouse events
        • Mouse buttons
        • Mouse motion
      • Touch events
    • Mouse and input coordinates
      • Sobre
      • Hardware display coordinates
      • Viewport display coordinates
    • Customizing mouse cursor
      • Using project settings
      • Using a script
      • Demo project
      • Cursor list
  • I/O
    • Background loading
      • ResourceInteractiveLoader
      • Uso
        • Obtendo um ResourceInteractiveLoader
        • Polling
        • Load progress (optional)
        • Forcing completion (optional)
        • Obtaining the resource
      • Exemplo
      • Using multiple threads
        • Use a semaphore
        • Not blocking main thread during the polling
      • Example class
        • Exemplo:
    • Data paths
      • Path separators
      • Caminho de recursos
      • User path (persistent data)
      • Editor data paths
        • Self-contained mode
    • Saving games
      • Introdução
      • Identify persistent objects
      • Serializing
      • Saving and reading data
      • Some notes
    • Encrypting save games
      • Why?
      • How?
  • Internacionalização
    • Internationalizing games
      • Introdução
      • Configuring the imported translation
      • Localizing resources
      • Converting keys to text
      • Making controls resizable
      • TranslationServer
      • Command line
      • Translating the project name
    • Localization using gettext
      • Advantages
      • Disadvantages
      • Caveats
      • Installing gettext tools
      • Creating the PO template (POT) manually
      • Creating the PO template (POT) using pybabel
      • Creating a messages file from a PO template
      • Loading a messages file in Godot
      • Updating message files to follow the PO template
      • Checking the validity of a PO file or template
    • Localizações
  • GUI
    • GUI skinning
      • Oh, beautiful GUI!
      • Tema
      • Theme options
      • Customizing a control
      • Creating a theme
      • Example: theming a button
    • Controles de GUI personalizados
      • Muitos controles…
      • Desenhando
        • Verificando o tamanho do controle
        • Verificando o foco
      • Dimensionando
      • Entrada
        • Eventos de entrada
        • Notificações
    • Size and anchors
      • Centering a control
    • Containers
      • Container layout
      • Sinalizadores de tamanho (Size flags)
      • Container types
        • Box Containers
        • Grid Container
        • Margin Container
        • Tab Container
        • Split Container
        • PanelContainer
        • ScrollContainer
        • ViewportContainer
      • Creating custom Containers
    • BBCode in RichTextLabel
      • Introdução
      • Using BBCode
      • Reference
        • Built-in color names
        • Hexadecimal color codes
        • Image vertical offset
      • Animation effects
        • Wave
        • Tornado
        • Shake
        • Fade
        • Rainbow
      • Custom BBCode tags and text effects
        • _process_custom_fx
        • Ghost
        • Pulse
        • Matrix
  • Janelas de exibição(Viewports)
    • Janelas de exibição(Viewports)
      • Introdução
      • Entrada
      • Listener
      • Cameras (2D & 3D)
      • Scale & stretching
      • Worlds
      • Capturar
      • Viewport Container
      • Rendering
      • Render target
    • Multiple resolutions
      • The problem of multiple resolutions
      • One size fits all
      • Base size
      • Resizing
      • Stretch settings
        • Stretch Mode
        • Stretch Aspect
        • Stretch Shrink
        • From scripts
        • Reducing aliasing on downsampling
        • Handling aspect ratios
        • Field of view scaling
    • Using a Viewport as a texture
      • Introdução
      • Setting up the Viewport
      • Applying the texture
      • Making the planet texture
      • Coloring the planet
      • Making an ocean
    • Custom post-processing
      • Introdução
      • Single pass post-processing
      • Multi-pass post-processing
  • Sombreamento
    • Shading reference
      • Shaders
        • Introdução
        • Shader types
        • Render modes
        • Processor functions
      • Shading language
        • Introdução
        • Data types
        • Arrays
        • Constantes
        • Operadores
        • Flow control
        • Discarding
        • Funções
        • Built-in functions
      • Spatial shaders
        • Render modes
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
      • CanvasItem shaders
        • Render modes
        • Vertex built-ins
        • Fragment built-ins
        • Light built-ins
      • Particle shaders
        • Render modes
        • Vertex built-ins
    • Your first shader
      • What are shaders?
        • Introdução
        • But what are they?
        • Structure of a shader
        • Technical overview
      • Your first CanvasItem shader
        • Introdução
        • Setup
        • Your first CanvasItem shader
        • Your first fragment function
        • Your first vertex function
        • Conclusão
      • Your first Spatial shader
        • Where to assign my material
        • Configurando
        • Shader magic
        • Noise heightmap
        • Uniforms
        • Interacting with light
      • Your first Spatial shader: part 2
        • Your first spatial fragment function
        • Animating with TIME
        • Advanced effects: waves
    • Shader materials
      • Introdução
      • Creating a ShaderMaterial
      • Converting to ShaderMaterial
    • VisualShaders
      • Creating a VisualShader
      • Using the Visual Shader Editor
      • Visual Shader nodes
        • Expression node
        • Fresnel node
        • Boolean node
        • If node
        • Switch node
    • Intro to shaders: 2D and 3D water
      • Watch the tutorials
      • Download the source code
    • Screen-reading shaders
      • Introdução
      • SCREEN_TEXTURE built-in texture
      • SCREEN_TEXTURE example
      • Behind the scenes
      • Back-buffer logic
      • DEPTH_TEXTURE
    • Migrating to Godot’s shading language
      • Introdução
      • GLSL
        • Shader programs
        • Vertex attributes
        • gl_Position
        • Varyings
        • Main
        • Constantes
        • Macros
        • Variáveis
        • Coordinates
        • Precision
      • Shadertoy
        • Types
        • mainImage
        • Variáveis
        • Coordinates
      • The Book of Shaders
        • Types
        • Main
        • Variáveis
        • Coordinates
    • Advanced post-processing
      • Introdução
      • Full screen quad
      • Depth texture
      • An optimization
  • Trabalho em rede
    • High level multiplayer
      • High level vs low level API
      • Mid level abstraction
      • Initializing the network
      • Managing connections
      • RPC
      • Back to lobby
      • Starting the game
        • Player scenes
        • Synchronizing game start
      • Synchronizing the game
        • Network master
        • Master and puppet keywords
    • Making HTTP requests
      • Preparing scene
      • Scripting
      • Sending data to server
    • HTTP client class
    • SSL certificates
      • Introdução
      • Approach 1: self signed cert
      • Approach 2: CA cert
    • WebSocket
      • HTML5 and WebSocket
      • Using WebSocket in Godot
        • Minimal client example
        • Minimal server example
        • Advanced chat demo
    • WebRTC
      • HTML5, WebSocket, WebRTC
        • WebSocket
        • WebRTC
      • Using WebRTC in Godot
        • Minimal connection example
        • Local signaling example
        • Remote signaling with WebSocket
  • Biblioteca de Assets
    • About the Asset Library
      • Perguntas Frequentes
        • Can paid assets be uploaded to the asset library?
    • Using the AssetLib
      • On the website
        • Visão geral
        • Searching
        • Breakdown of an asset
        • Registering and logging in
      • In the editor
    • Submitting to the Asset Library
      • Introdução
      • Submitting
      • Submission guidelines
  • VR
    • AR/VR primer
      • AR/VR server
      • New AR/VR nodes
      • Other things to consider
    • VR Starer tutorial
      • VR Starter Tutorial Part One
        • Introdução
        • Preparando tudo
        • Starting VR
        • Creating the controllers
        • Creating a base class for interactable VR objects
        • Reducing motion sickness
        • Final notes
      • VR Starter Tutorial Part Two
        • Introdução
        • Adding destroyable targets
        • Adding a pistol
        • Adding a shotgun
        • Adding a bomb
        • Adding a sword
        • Updating the target UI
        • Adding the final special RigidBody
        • Final notes
  • Plugins
    • Editor plugins
      • Making plugins
        • About plugins
        • Creating a plugin
        • A custom node
        • Going beyond
      • Making main screen plugins
        • What this tutorial covers
        • Initializing the plugin
        • Cenas
        • Main screen scene
        • Tabbed panel scene
        • Connecting the two scenes in the plugin script
        • Try the plugin
      • Import plugins
        • Introdução
        • Configuration
        • The EditorImportPlugin class
        • Options and presets
        • The import method
        • Platform variants and generated files
        • Trying the plugin
      • Spatial gizmo plugins
        • Introdução
        • The EditorSpatialGizmoPlugin
        • Simple approach
        • Alternative approach
      • Inspector plugins
        • EditorInspectorPlugin
        • EditorProperty
      • Visual Shader plugins
    • GDNative
      • GDNative C example
        • Introdução
        • Prerequisites
        • Our C source
        • Compilando
        • Creating the GDNativeLibrary (.gdnlib) file
        • Creating the NativeScript (.gdns) file
      • GDNative C++ example
        • Introdução
        • Setting up the project
        • Building the C++ bindings
        • Creating a simple plugin
        • Compiling the plugin
        • Using the GDNative module
        • Adding properties
        • Sinais
        • NativeScript 1.1 vs NativeScript 1.0
        • Next steps
    • Android plugins
      • Creating Android plugins
        • Introdução
        • Maybe REST
        • Android plugin
        • Java singleton
        • Troubleshooting
        • Futuro
  • Específico de plataforma
    • Android in-app purchases
      • Getting the product details
      • Check if user purchased an item
      • Simple Purchase
      • Consumables and Non-Consumables
      • Testando
    • Services for iOS
      • Asynchronous methods
      • Store Kit
        • purchase
        • request_product_info
        • restore_purchases
      • Game Center
        • post_score
        • award_achievement
        • reset_achievements
        • request_achievements
        • request_achievement_descriptions
        • show_game_center
      • Multi-platform games
    • Customizing the Web export HTML page
      • Placeholder substitution
      • The Engine object
      • Starting an Engine instance
      • Configuring start-up behaviour
      • Customizing the presentation
      • Accessing the Emscripten Module
    • Console support in Godot
      • Official support
      • Third-party support
  • Multi-threading
    • Using multiple threads
      • Threads
      • Creating a Thread
      • Mutexes
      • Semaphores
    • Thread safe APIs
      • Threads
      • Global scope
      • Árvore de cena
      • GDScript arrays, dictionaries
      • Recursos
  • Criando conteúdo
    • Procedural geometry
      • Using the ArrayMesh
        • ArrayMesh
        • Generating geometry
        • Saving
      • Using the MeshDataTool
      • Using the SurfaceTool
      • Using ImmediateGeometry
      • What is geometry?
      • What is a Mesh?
      • What a Mesh is
        • Surfaces
        • Surface array
      • Ferramentas
        • ArrayMesh
        • MeshDataTool
        • SurfaceTool
        • ImmediateGeometry
      • Which one should I use?
    • Making trees
      • Start with a tree
      • Paint with vertex colors
      • Write a custom shader for the leaves
      • Improving the shader
  • Otimização
    • Optimization using Servers
      • Servers
      • RIDs
      • Creating a sprite
      • Instantiating a Mesh into 3D space
      • Creating a 2D RigidBody and moving a sprite with it
      • Getting data from the servers
    • Optimization using MultiMeshes
      • MultiMeshes
      • Multimesh example
  • Diversos
    • Fixing jitter and stutter
      • What are jitter and stutter?
      • Distinguishing between them
      • Jitter
      • Stutter
        • Windows
        • Linux (X11)
        • macOs
        • Android
        • iOS
      • Reporting stutter or jitter problems
    • Handling quit requests
      • Quitting
      • Handling the notification
    • Pausing games
      • Pause?
      • How pausing works
      • White-listing nodes
      • Exemplo
    • Binary serialization API
      • Introdução
      • Packet specification
        • 0: null
        • 1: bool
        • 2: int
        • 3: float/real
        • 4: String
        • 5: Vector2
        • 6: Rect2
        • 7: Vector3
        • 8: Transform2D
        • 9: Plane
        • 10: Quat
        • 11: AABB
        • 12: Basis
        • 13: Transform
        • 14: Color
        • 15: NodePath
        • 16: RID (unsupported)
        • 17: Object (unsupported)
        • 18: Dictionary
        • 19: Array
        • 20: PoolByteArray
        • 21: PoolIntArray
        • 22: PoolRealArray
        • 23: PoolStringArray
        • 24: PoolVector2Array
        • 25: PoolVector3Array
        • 26: PoolColorArray
    • Running code in the editor
      • What is tool?
      • How to use it
      • Try it out
    • Change scenes manually
    • Differences between GLES2 and GLES3
      • Partículas
      • SCREEN_TEXTURE mip-maps
      • DEPTH_TEXTURE
      • Color space
      • HDR
      • SpatialMaterial features
      • Environment features
      • GIProbes
      • Contact shadows
      • Light performance
      • Texture compression
      • Blend shapes
      • Shading language
        • textureSize() workaround
      • Built in variables and render modes
    • Instancing with signals
      • Exemplo de Disparo
  • Depurar
    • Overview of debugging tools
      • Introdução
      • Debug dropdown options
        • Distribuir com Depuragem Remota
        • Pequena DIstribuição com Sistema de Arquivos de Rede
        • Formas de Colisão Visíveis
        • Navegação Visível
        • Sincronizar Mudanças de Cena
        • Sincronizar Mudanças de Script
      • Script editor debug tools and options
      • Debug project settings
        • Settings
        • GDScript
        • Shapes
      • Debugging tools
        • Depurador
        • Erros
        • Profilador
        • Perfis de rede
        • Monitores
        • Mem. de Vídeo
        • Misc
      • Remote in Scene dock
  • Jurídico
    • Complying with Licenses
      • What are licenses?
      • Requirements
      • Inclusion
        • Credits screen
        • Licenses screen
        • Output log
        • Accompanying file
        • Printed manual
      • Third Party licenses
        • FreeType
        • ENet
        • MBedTLS

Desenvolvimento

  • Compilando
    • Getting the source
      • Downloading the Godot source code
    • Introduction to the buildsystem
      • SCons
      • Setup
      • Platform selection
      • Resulting binary
      • Ferramentas
      • Destino
      • Bits
      • Other build options
      • Exportar modelos
    • Compiling for Windows
      • Requirements
      • Setting up SCons
      • Installing Visual Studio caveats
      • Downloading Godot’s source
      • Compilando
        • Selecting a compiler
        • Running SCons
      • Development in Visual Studio or other IDEs
      • Cross-compiling for Windows from other operating systems
        • Troubleshooting
      • Creating Windows export templates
    • Compiling for X11 (Linux, *BSD)
      • Requirements
        • Distro-specific oneliners
      • Compilando
      • Building export templates
    • Compiling for macOS
      • Requirements
      • Compilando
      • Compiling for 32 and 64-bit
      • Cross-compiling
    • Compiling for Android
      • Note
      • Requirements
      • Setting up the buildsystem
      • Building the export templates
        • Adding support for x86 devices
        • Cleaning the generated export templates
      • Using the export templates
        • Installing the templates
      • Troubleshooting
        • Application not installed
        • Application exits immediately
    • Compiling for iOS
      • Requirements
      • Compilando
      • Rodar
    • Cross-compiling for iOS on Linux
      • Disclaimer
      • Requirements
      • Configuring the environment
        • darling-dmg
        • Preparing the SDK
        • Toolchain
      • Compiling Godot for iPhone
        • Producing fat binaries
    • Compiling for Universal Windows Platform
      • Requirements
      • Compilando
      • Creating UWP export templates
      • Running UWP apps with Visual Studio
    • Compiling for the Web
      • Requirements
      • Building export templates
      • Building per asm.js translation or LLVM backend
    • Compiling with Mono
      • Requirements
      • Environment variables
      • Enable the Mono module
      • Generate the glue
        • Notes
      • Rebuild with Mono glue
      • Exemplos
        • Exemplos (Windows)
        • Example (X11)
      • Data directory
        • Exportar modelos
        • Editor
      • Targeting Android
      • Command-line options
    • Optimizing a build for size
      • Rationale
      • Disabling 3D
      • Disabling advanced GUI nodes
      • Disabling unwanted modules
      • Optimizing for size instead of speed
      • Compiling with link-time optimization
      • Stripping binaries
      • Using UPX to compress binaries
    • Compiling with script encryption key
      • Passo a passo
      • Possible Errors
  • Desenvolvimento da Engine
    • Introduction to Godot development
      • Architecture diagram
      • Debugging the editor with gdb
    • Configuring an IDE
      • Qt Creator
        • Importing the project
        • Build and run
        • Updating sources after pulling latest commits
        • Code style configuration
      • KDevelop
      • Xcode
        • Configuração do projeto
        • Scheme setup
      • Visual Studio Code
      • Android Studio
        • Configuração do projeto
    • Core types
      • Definitions
        • References:
      • Memory model
      • Allocating memory
        • References:
      • Containers
        • References:
      • String
        • References:
      • StringName
        • References:
      • Math types
        • References:
      • NodePath
        • References:
      • RID
        • References:
    • Variant class
      • Sobre
        • References:
      • Containers: Dictionary and Array
        • References:
    • Object class
      • General definition
        • References:
      • Registering an Object
        • References:
      • Constantes
      • Properties (set/get)
      • Binding properties using _set/_get/_get_property_list
      • Dynamic casting
      • Sinais
      • References
        • References:
      • Recursos:
        • References:
      • Resource loading
        • References:
      • Resource saving
        • References:
    • Inheritance class tree
      • Object
      • Reference
      • Control
      • Node2D
      • Spatial
    • Custom modules in C++
      • Modules
      • What for?
      • Creating a new module
      • Using the module
      • Improving the build system for development
      • Writing custom documentation
      • Adding custom editor icons
      • Summing up
    • Binding to external libraries
      • Modules
      • Using the module
    • Custom resource format loaders
      • Introdução
        • References
      • What for?
      • What not?
        • References
      • Creating a ResourceFormatLoader
      • Creating custom data types
        • Considerations
        • References
      • Registering the new file format
        • References
      • Loading it on GDScript
    • Custom AudioStreams
      • Introdução
        • References:
      • What for?
      • Create an AudioStream
        • References:
      • Create an AudioStreamPlayback
        • Resampling
        • References:
    • Custom Godot servers
      • Introdução
        • References
      • What for?
      • Creating a Godot server
      • Custom managed resource data
        • References
      • Registering the class in GDScript
        • Bind methods
      • MessageQueue
        • References:
      • Summing it up
        • Notes
  • Editor development
    • Introdução
    • Editor icons
      • Creating icons
      • Icon optimization
      • Integrating and sharing the icons
      • Troubleshooting
      • References:
  • Godot file formats
    • TSCN file format
      • File structure
        • Entries inside the file
      • The scene tree
        • NodePath
        • Esqueleto
        • BoneAttachment
        • AnimationPlayer
      • Recursos
        • External resources
        • Internal resources
        • ArrayMesh
        • Animação

Comunidade

  • Contributing
    • Ways to contribute
      • Contributing code
      • Testing and reporting issues
        • Testing development versions
        • Filing an issue on GitHub
      • Contributing to the documentation
    • Pull request workflow
      • Git source repository
      • Forking and cloning
      • Branching
      • Updating your branch
      • Making changes
      • Pushing changes to a remote
      • Issuing a pull request
      • Modifying a pull request
      • Mastering the PR workflow: the rebase
      • Deleting a Git branch
    • Code style guidelines
      • C++ and Objective-C
        • Using clang-format locally
        • Header includes
      • Java
      • Python
    • Bug triage guidelines
      • Issues management
        • Labels
        • Milestones
    • Documentation guidelines
      • Como contribuir
      • The ‘Edit on GitHub’ link
      • What makes good documentation?
      • Titles
      • Translating existing pages
      • Licença
    • Docs writing guidelines
      • 7 rules for a clear english
        • Use the direct voice
        • Use precise action verbs
        • Avoid verbs that end in -ing
        • Remove unnecessary adverbs and adjectives
        • Ban these 8 words
        • Use explicit references
        • Use ‘s to show possession
        • Use the Oxford comma to enumerate anything
      • How to write methods and classes
        • Give an overview of the node in the brief description
        • Mention what methods return if it’s useful
        • Use “if true” to describe booleans
        • Use [code] around arguments
      • Common vocabulary to use in godot’s docs
      • Image contribution guidelines
    • Contribute to the Class Reference
      • Como contribuir
      • Get started with GitHub
        • Fork Godot
        • How to keep your local clone up-to-date
        • Updating the documentation template
        • Push and request a pull of your changes
      • How to edit class XML
        • How to write the class reference
        • Improve formatting with BBcode style tags
        • I don’t know what this method does!
        • Localização
  • Community channels
    • Perguntas & Respostas
    • IRC on Freenode
    • Other chats
    • Social networks
    • Forum
  • Tutorials and resources
    • Where to start
    • Videos Tutoriais
    • Text tutorials
    • Devlogs
    • Recursos
Godot Engine
  • Docs »
  • Sombreamento
  • View page source

Sombreamento¶

  • Shading reference
  • Your first shader
  • Shader materials
  • VisualShaders
  • Intro to shaders: 2D and 3D water
  • Screen-reading shaders
  • Migrating to Godot’s shading language
  • Advanced post-processing
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