--- name: godot-shaders description: > Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x. --- # Godot Shaders (4.x) Write `canvas_item` (2D) and `spatial` (3D) shaders in the Godot Shading Language, animate with `TIME`/`UV`, expose `uniform`s, and read the screen. Targets **Godot 4.7**. ## When to use - Use when writing `.gdshader` code or a `ShaderMaterial`: 2D effects (outline, dissolve, flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects. **When *not* to use:** the cross-engine *concepts* of shading (UVs, vertex/fragment theory) → `shader-programming`; particles/VFX nodes → general 3D; non-shader visuals. ## Core workflow 1. **Pick the shader type** on the first line: `shader_type canvas_item;` for 2D (Sprite2D, TextureRect, anything `CanvasItem`) or `shader_type spatial;` for 3D materials. (`particles`, `sky`, `fog` also exist.) 2. **Attach via a `ShaderMaterial`.** Create a `ShaderMaterial`, assign your `.gdshader`, and put it on the node's `material`. Uniforms appear in the Inspector. 3. **Write `fragment()`** to set the output: `COLOR` (2D) or `ALBEDO`/`EMISSION`/`ALPHA` (3D). Optionally `vertex()` to move geometry and `light()` for custom lighting. 4. **Expose tunables as `uniform`s** with hints (`source_color`, `hint_range`) so they are editable and correctly color-managed. 5. **Animate with the built-in `TIME`** and sample textures with `texture(tex, UV)`. 6. **Set uniforms from code** with `material.set_shader_parameter("name", value)`. ## Patterns ### 1. 2D (canvas_item): tint + scrolling UV ```glsl shader_type canvas_item; uniform vec4 tint : source_color = vec4(1.0); // source_color = sRGB-correct color uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3; void fragment() { vec2 uv = UV; uv.x += TIME * scroll_speed; // scroll horizontally over time COLOR = texture(TEXTURE, uv) * tint; // TEXTURE = the node's texture } ``` ### 2. 2D dissolve using a noise threshold ```glsl shader_type canvas_item; uniform sampler2D noise : repeat_enable; // a NoiseTexture2D uniform float amount : hint_range(0.0, 1.0) = 0.0; void fragment() { vec4 tex = texture(TEXTURE, UV); float n = texture(noise, UV).r; if (n < amount) { discard; // cut the pixel away } COLOR = tex; } ``` ### 3. 3D (spatial): emissive rim light ```glsl shader_type spatial; uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0); uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0); uniform float rim_power : hint_range(0.5, 8.0) = 3.0; void fragment() { ALBEDO = base_color.rgb; // VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles. float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power); EMISSION = rim_color * rim; } ``` ### 4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE) ```glsl shader_type canvas_item; // 4.x: declare the screen as a uniform with hint_screen_texture. uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap; uniform float blur : hint_range(0.0, 4.0) = 1.0; void fragment() { vec2 px = SCREEN_PIXEL_SIZE * blur; vec4 c = texture(screen_tex, SCREEN_UV); c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0)); c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0)); COLOR = c / 3.0; } ``` Set a uniform from GDScript: ```gdscript $Sprite2D.material.set_shader_parameter("amount", 0.7) ``` ## Pitfalls - **3.x → 4.x renames.** `SCREEN_TEXTURE` is removed — declare `uniform sampler2D x : hint_screen_texture;` and sample with `SCREEN_UV`. Color hints `hint_color`→`source_color`; `hint_albedo`/`hint_white`→`source_color`; `hint_range` stays. Depth/normal use `hint_depth_texture` / `hint_normal_roughness_texture`. - **Wrong output variable.** In `canvas_item` write `COLOR`; in `spatial` write `ALBEDO` (and `EMISSION`, `ALPHA`, `ROUGHNESS`, `METALLIC`). Writing `COLOR` in a spatial shader does nothing. - **Color uniforms without `source_color`** are treated as raw linear values and look wrong (washed/dark) because Godot won't sRGB-convert them. - **Transparency needs opt-in (3D).** For `ALPHA < 1.0` to blend, add a render mode or set the material transparency; otherwise it's opaque/cut. - **Sampling outside [0,1] UV** without `repeat_enable` clamps. Add `: repeat_enable` to the sampler uniform for tiling/scroll. - **`TIME` is seconds since start** and keeps growing — wrap with `fract()`/`mod()` for periodic effects to avoid precision drift. - **`discard` is costly** on some hardware and breaks early-Z; prefer setting `ALPHA`/ `COLOR.a` when you can. ## References - For built-in variables per shader type, render modes, `varying`, custom `light()`, `vertex()` displacement, and the visual shader graph, read `references/shading-language.md`. ## Related skills - `shader-programming` — engine-agnostic shader concepts (GLSL/HLSL). - `godot-3d-essentials` — materials, environment, and where spatial shaders live. - `godot-ui-control` — applying shaders to UI for effects.