godot-shaders-basics
Expert blueprint for shader programming (visual effects, post-processing, material customization) using Godot's GLSL-like shader language. Covers canvas_item (2D), spatial (3D), uniforms, built-in variables, and performance. Use when implementing custom effects OR stylized rendering. Keywords shader, GLSL, fragment, vertex, canvas_item, spatial, uniform, UV, COLOR, ALBEDO, post-processing.
What this skill does
# Shader Basics
Fragment/vertex shaders, uniforms, and built-in variables define custom visual effects.
## Available Scripts
### [vfx_port_shader.gdshader](scripts/vfx_port_shader.gdshader)
Expert shader template with parameter validation and common effect patterns.
### [shader_parameter_animator.gd](scripts/shader_parameter_animator.gd)
Runtime shader uniform animation without AnimationPlayer - for dynamic effects.
### [dissolve_scissor_expert.gdshader](scripts/dissolve_scissor_expert.gdshader)
High-performance mask-based dissolve. Uses `ALPHA_SCISSOR` to enable depth-prepass optimization and shadow casting.
### [instance_uniform_hitflash.gdshader](scripts/instance_uniform_hitflash.gdshader)
Batch-friendly hit effects. Uses `instance uniform` to allow thousands of unique flashes in one draw call.
### [screenspace_hex_pixelate.gdshader](scripts/screenspace_hex_pixelate.gdshader)
Post-processing logic for stylizing screen output. Uses `hint_screen_texture` and optimized coordinate quantization.
### [noise_terrain_displacement.gdshader](scripts/noise_terrain_displacement.gdshader)
Procedural geometry displacement using `NoiseTexture2D` in the `vertex()` function for rolling terrain.
### [foliage_wind_sway_expert.gdshader](scripts/foliage_wind_sway_expert.gdshader)
GPU-driven wind animation using `world_vertex_coords` for uniform sway across the environment.
### [global_grass_flatten.gdshader](scripts/global_grass_flatten.gdshader)
World-interaction pattern using `global uniform`. Synchronizes player position to push grass down project-wide.
### [depth_world_reconstruction.gdshader](scripts/depth_world_reconstruction.gdshader)
Expert depth-buffer logic. Reconstructs world-space coordinates from `hint_depth_texture` for water/fog effects.
### [triplanar_world_mapping.gdshader](scripts/triplanar_world_mapping.gdshader)
UV-less texturing architecture. Seamlessly projects textures along world axes for procedural cliffs and rocks.
### [instance_texture_array.gdshader](scripts/instance_texture_array.gdshader)
Bypassing batching limits. Combines `sampler2DArray` with `instance uniform` to give unique textures to thousands of batched objects.
### [screenspace_full_quad.gdshader](scripts/screenspace_full_quad.gdshader)
Godot 4.3 specific full-rect shader. Handles Reversed-Z coordinate reconstruction to prevent clipping at the near plane.
## NEVER Do in Shaders
- **NEVER use `discard` unconditionally for optimization** — It prevents the depth prepass from working effectively. A discarded pixel still costs vertex processing; sometimes not rendering the object is better [1].
- **NEVER use `if/else` for dynamic states in high-performance shaders** — GPUs hate branching. Use `mix()`, `step()`, and `smoothstep()` for mathematical, hardware-optimized selection [5, 21].
- **NEVER compare floats exactly** — Hardware precision varies; `if (v == 0.5)` is unreliable. Use `abs(a - b) < epsilon` or `step()`.
- **NEVER use standard Alpha Blending for massive foliage** — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable depth prepass and shadow casting [7].
- **NEVER hardcode `POSITION` to `vec4(VERTEX, 1.0)` for full-screen quads in 4.3+** — Godot 4.3 uses Reversed-Z depth; this will cause clipping. Use `POSITION = vec4(VERTEX.xy, 1.0, 1.0)` [8, 9].
- **NEVER duplicate materials to change one color/value on many enemies** — Use `instance uniform`. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10].
- **NEVER use `TIME` without a speed multiplier** — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.
- **NEVER forget `hint_source_color` for color uniforms** — Without it, the engine treats colors as linear math, leading to incorrect gamma and washed-out visuals in the inspector.
- **NEVER calculate complex math in `fragment()` that could be in `vertex()`** — `vertex()` runs once per point; `fragment()` runs millions of times per frame. Interpolate values via `varying` instead.
- **NEVER use `#define` macros for dynamic runtime toggles** — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.
- **NEVER forget to normalize vectors** — Using `reflect(dir, normal)` on unnormalized vectors causes severe rendering artifacts and incorrect lighting math.
- **NEVER modify UV without bounds checking or `fract()`** — Shifting UVs beyond 0.0-1.0 without `repeat` wrapping or clamping will sample edge pixels or return black, breaking texture consistency.
---
```gdsl
shader_type canvas_item;
void fragment() {
// Get texture color
vec4 tex_color = texture(TEXTURE, UV);
// Tint red
COLOR = tex_color * vec4(1.0, 0.5, 0.5, 1.0);
}
```
**Apply to Sprite:**
1. Select Sprite2D node
2. Material → New ShaderMaterial
3. Shader → New Shader
4. Paste code
## Common 2D Effects
### Dissolve Effect
```glsl
shader_type canvas_item;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform sampler2D noise_texture;
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
float noise = texture(noise_texture, UV).r;
if (noise < dissolve_amount) {
discard; // Make pixel transparent
}
COLOR = tex_color;
}
```
### Wave Distortion
```glsl
shader_type canvas_item;
uniform float wave_speed = 2.0;
uniform float wave_amount = 0.05;
void fragment() {
vec2 uv = UV;
uv.x += sin(uv.y * 10.0 + TIME * wave_speed) * wave_amount;
COLOR = texture(TEXTURE, uv);
}
```
### Outline
```glsl
shader_type canvas_item;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width = 2.0;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 pixel_size = TEXTURE_PIXEL_SIZE * outline_width;
float alpha = col.a;
alpha = max(alpha, texture(TEXTURE, UV + vec2(pixel_size.x, 0.0)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(-pixel_size.x, 0.0)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, pixel_size.y)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, -pixel_size.y)).a);
COLOR = mix(outline_color, col, col.a);
COLOR.a = alpha;
}
```
## 3D Shaders
### Basic 3D Shader
```glsl
shader_type spatial;
void fragment() {
ALBEDO = vec3(1.0, 0.0, 0.0); // Red material
}
```
### Toon Shading (Cel-Shading)
```glsl
shader_type spatial;
uniform vec3 base_color : source_color = vec3(1.0);
uniform int color_steps = 3;
void light() {
float NdotL = dot(NORMAL, LIGHT);
float stepped = floor(NdotL * float(color_steps)) / float(color_steps);
DIFFUSE_LIGHT = base_color * stepped;
}
```
## Screen-Space Effects
### Vignette
```glsl
shader_type canvas_item;
uniform float vignette_strength = 0.5;
void fragment() {
vec4 color = texture(TEXTURE, UV);
// Distance from center
vec2 center = vec2(0.5, 0.5);
float dist = distance(UV, center);
float vignette = 1.0 - dist * vignette_strength;
COLOR = color * vignette;
}
```
## Uniforms (Parameters)
```glsl
// Float slider
uniform float intensity : hint_range(0.0, 1.0) = 0.5;
// Color picker
uniform vec4 tint_color : source_color = vec4(1.0);
// Texture
uniform sampler2D noise_texture;
// Access in code:
material.set_shader_parameter("intensity", 0.8)
```
## Built-in Variables
**2D (canvas_item):**
- `UV` - Texture coordinates (0-1)
- `COLOR` - Output color
- `TEXTURE` - Current texture
- `TIME` - Time since start
- `SCREEN_UV` - Screen coordinates
**3D (spatial):**
- `ALBEDO` - Base color
- `NORMAL` - Surface normal
- `ROUGHNESS` - Surface roughness
- `METALLIC` - Metallic value
## Best Practices
### 1. Use Uniforms for Tweaking
```glsl
// ✅ Good - adjustable
uniform float speed = 1.0;
void fragment() {
COLOR.r = sin(TIME * speed);
}
// ❌ Bad - hardcoded
void fragment() {
COLOR.r = sin(TIME * 2.5);
}
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