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CanvasItem shaders¶
CanvasItem shaders are used to draw all 2D elements in Godot. These include all nodes that inherit from CanvasItems, and all GUI elements.
CanvasItem shaders contain fewer built-in variables and functionality than Spatial shaders, but they maintain the same basic structure with vertex, fragment, and light processor functions.
Render modes¶
Render mode |
Description |
|---|---|
blend_mix |
Mix blend mode (alpha is transparency), default. |
blend_add |
Additive blend mode. |
blend_sub |
Subtractive blend mode. |
blend_mul |
Multiplicative blend mode. |
blend_premul_alpha |
Pre-multiplied alpha blend mode. |
blend_disabled |
Disable blending, values (including alpha) are written as-is. |
unshaded |
Result is just albedo. No lighting/shading happens in material. |
light_only |
Only draw on light pass. |
skip_vertex_transform |
|
world_vertex_coords |
|
Built-ins¶
Values marked as in are read-only. Values marked as out can optionally be written to and will
not necessarily contain sensible values. Values marked as inout provide a sensible default
value, and can optionally be written to. Samplers cannot be written to so they are not marked.
Global built-ins¶
Global built-ins are available everywhere, including custom functions.
Built-in |
Description |
|---|---|
in float TIME |
Global time since the engine has started, in seconds. It repeats after every |
in float PI |
A |
in float TAU |
A |
in float E |
An |
Vertex built-ins¶
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;
}
Other built-ins, such as UV and COLOR, are also passed through to the fragment() function if not modified.
For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information
is usually:
x: Rotation angle in radians.
y: Phase during lifetime (
0.0to1.0).z: Animation frame.
Built-in |
Description |
|---|---|
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 |
in mat4 SCREEN_MATRIX |
Canvas space to clip space. In clip space
coordinates ranging from |
in int INSTANCE_ID |
Instance ID for instancing. |
in vec4 INSTANCE_CUSTOM |
Instance custom data. |
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 position, 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 |
inout vec4 COLOR |
Color from vertex primitive. |
inout float POINT_SIZE |
Point size for point drawing. |
in vec4 CUSTOM0 |
Custom value from vertex primitive. |
in vec4 CUSTOM1 |
Custom value from vertex primitive. |
Fragment built-ins¶
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 NORMAL_MAP property. Godot will handle converting it for use in 2D and overwriting NORMAL.
NORMAL_MAP = texture(NORMAL_TEXTURE, UV).rgb;
Built-in |
Description |
|---|---|
in vec4 FRAGCOORD |
Coordinate of pixel center. In screen space. |
in vec2 SCREEN_PIXEL_SIZE |
Size of individual pixels. Equal to inverse of resolution. |
in vec2 POINT_COORD |
Coordinate for drawing points. |
sampler2D TEXTURE |
Default 2D texture. |
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 |
UV from the |
in vec2 SCREEN_UV |
Screen UV coordinate for current pixel. |
sampler2D SCREEN_TEXTURE |
Removed in Godot 4. Use a |
inout vec3 NORMAL |
Normal read from |
sampler2D NORMAL_TEXTURE |
Default 2D normal texture. |
out vec3 NORMAL_MAP |
Configures normal maps meant for 3D for use in 2D. If used,
overrides |
out float NORMAL_MAP_DEPTH |
Normal map depth for scaling. |
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 the |
Light built-ins¶
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 the unshaded render mode if you do not want the light() function to
run. Use the light_only render mode 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);
}
Built-in |
Description |
|---|---|
in vec4 FRAGCOORD |
Coordinate of pixel center. In screen space. |
in vec3 NORMAL |
Input normal. |
in vec4 COLOR |
Input color. This is the output of the |
in vec2 UV |
UV from the |
sampler2D TEXTURE |
Current texture in use for CanvasItem. |
in vec2 TEXTURE_PIXEL_SIZE |
Normalized pixel size of |
in vec2 SCREEN_UV |
Screen UV coordinate for current pixel. |
in vec2 POINT_COORD |
UV for Point Sprite. |
in vec4 LIGHT_COLOR |
Color of the Light2D. If the light is a PointLight2D, multiplied by the light's texture. |
in float LIGHT_ENERGY |
Energy multiplier of the Light2D. |
in vec3 LIGHT_POSITION |
Position of the Light2D in screen space. If using a
DirectionalLight2D this is always |
in vec3 LIGHT_DIRECTION |
Direction of the Light2D in screen space. |
in bool LIGHT_IS_DIRECTIONAL |
|
in vec3 LIGHT_VERTEX |
Pixel position, in screen space as modified in the |
inout vec4 LIGHT |
Output color for this Light2D. |
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 the 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.
Function |
Description |
|---|---|
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) |
Converts an SDF to screen UV. |
vec2 screen_uv_to_sdf (vec2 uv) |
Converts screen UV to an SDF. |