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 | VERTEX needs to be transformed manually in the vertex() function. |
world_vertex_coords | VERTEX is modified in world coordinates instead of local. |
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.
Not all built-ins are available in all processing functions. To access a vertex built-in from the fragment()
function, you can use a Varyings. The same applies for accessing fragment built-ins from the light()
function.
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 3,600 seconds (which can be changed with the rollover setting). It's affected by time_scale but not by pausing. If you need a TIME variable that is not affected by time scale, add your own Global uniforms and update it each frame. |
in float PI | A PI constant (3.141592 ). A ratio of a circle's circumference to its diameter and amount of radians in half turn. |
in float TAU | A TAU constant (6.283185 ). An equivalent of PI * 2 and amount of radians in full turn. |
in float E | An E constant (2.718281 ). Euler's number and a base of the natural logarithm. |
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 (
0.0
to1.0
).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 (0.0, 0.0) to viewport size. |
in mat4 SCREEN_MATRIX | Canvas space to clip space. In clip space coordinates ranging from (-1.0, -1.0) to (1.0, 1.0). |
in int INSTANCE_ID | Instance ID for instancing. |
in vec4 INSTANCE_CUSTOM | Instance custom data. |
in bool AT_LIGHT_PASS | Always false . |
in vec2 TEXTURE_PIXEL_SIZE | Normalized pixel size of default 2D texture. For a Sprite2D with a texture of size 64x32px, TEXTURE_PIXEL_SIZE = vec2(1/64, 1/32) |
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 0.0 to 1.0 . |
inout vec4 COLOR | Color from vertex primitive multiplied by CanvasItem's modulate multiplied by CanvasItem's self_modulate. |
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
COLOR and TEXTURE
The built-in variable COLOR
is used for a few things:
- In the
vertex()
function,COLOR
contains the color from the vertex primitive multiplied by the CanvasItem's modulate multiplied by the CanvasItem's self_modulate. - In the
fragment()
function, the input valueCOLOR
is that same value multiplied by the color from the defaultTEXTURE
(if present). - In the
fragment()
function,COLOR
is also the final output.
Certain nodes (for example, Sprite2D) display a texture by default, for example texture. When using a custom fragment()
function, you have a few options on how to sample this texture.
To read only the contents of the default texture, ignoring the vertex COLOR
:
void fragment() {
COLOR = texture(TEXTURE, UV);
}
To read the contents of the default texture multiplied by vertex COLOR
:
void fragment() {
// Equivalent to an empty fragment() function, since COLOR is also the output variable.
COLOR = COLOR;
}
To read only the vertex COLOR
in fragment()
, ignoring the main texture, you must pass COLOR
as a varying, then read it in fragment()
:
varying vec4 vertex_color;
void vertex() {
vertex_color = COLOR;
}
void fragment() {
COLOR = vertex_color;
}
NORMAL
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. xy specifies position in viewport. Upper-left of the viewport is the origin, (0.0, 0.0) . |
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 = vec2(1/64, 1/32) |
in bool AT_LIGHT_PASS | Always false . |
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 vertex() function. |
in vec2 SCREEN_UV | Screen UV coordinate for current pixel. |
sampler2D SCREEN_TEXTURE | Removed in Godot 4. Use a sampler2D with hint_screen_texture instead. |
inout vec3 NORMAL | Normal read from NORMAL_TEXTURE . Writable. |
sampler2D NORMAL_TEXTURE | Default 2D normal texture. |
out vec3 NORMAL_MAP | Configures normal maps meant for 3D for use in 2D. If used, overrides NORMAL . |
out float NORMAL_MAP_DEPTH | Normal map depth for scaling. |
inout vec2 VERTEX | Pixel position in screen space. |
inout vec2 SHADOW_VERTEX | Same as VERTEX but can be written to alter shadows. |
inout vec3 LIGHT_VERTEX | Same as VERTEX but can be written to alter lighting. Z component represents height. |
inout vec4 COLOR | COLOR from the vertex() function multiplied by the TEXTURE color. Also output color value. |
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. xy specifies position in viewport. Upper-left of the viewport is the origin, (0.0, 0.0) . |
in vec3 NORMAL | Input normal. |
in vec4 COLOR | Input color. This is the output of the fragment() function. |
in vec2 UV | UV from the vertex() function, equivalent to the UV in the fragment() function. |
sampler2D TEXTURE | Current texture in use for CanvasItem. |
in vec2 TEXTURE_PIXEL_SIZE | Normalized pixel size of TEXTURE . For a Sprite2D with a TEXTURE of size 64x32 pixels, TEXTURE_PIXEL_SIZE = vec2(1/64, 1/32) |
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 (0.0, 0.0, 0.0) . |
in vec3 LIGHT_DIRECTION | Direction of the Light2D in screen space. |
in bool LIGHT_IS_DIRECTIONAL | true if this pass is a DirectionalLight2D. |
in vec3 LIGHT_VERTEX | Pixel position, in screen space as modified in the fragment() function. |
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. Custom functions may also use them as long as they called from supported functions.
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 Setting up 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. |