Spatial shaders
Spatial shaders are used for shading 3D objects. They are the most complex type of shader Godot offers. Spatial shaders are highly configurable with different render modes and different rendering options (e.g. Subsurface Scattering, Transmission, Ambient Occlusion, Rim lighting etc). Users can optionally write vertex, fragment, and light processor functions to affect how objects are drawn.
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. |
depth_draw_opaque | Only draw depth for opaque geometry (not transparent). |
depth_draw_always | Always draw depth (opaque and transparent). |
depth_draw_never | Never draw depth. |
depth_prepass_alpha | Do opaque depth pre-pass for transparent geometry. |
depth_test_disabled | Disable depth testing. |
sss_mode_skin | Subsurface Scattering mode for skin. |
cull_back | Cull back-faces (default). |
cull_front | Cull front-faces. |
cull_disabled | Culling disabled (double sided). |
unshaded | Result is just albedo. No lighting/shading happens in material. |
wireframe | Geometry draws using lines. |
diffuse_burley | Burley (Disney PBS) for diffuse (default). |
diffuse_lambert | Lambert shading for diffuse. |
diffuse_lambert_wrap | Lambert wrapping (roughness dependent) for diffuse. |
diffuse_toon | Toon shading for diffuse. |
specular_schlick_ggx | Schlick-GGX for specular (default). |
specular_toon | Toon for specular. |
specular_disabled | Disable specular. |
skip_vertex_transform | VERTEX/NORMAL/etc. need to be transformed manually in vertex function. |
world_vertex_coords | VERTEX/NORMAL/etc. are modified in world coordinates instead of local. |
ensure_correct_normals | Use when non-uniform scale is applied to mesh. |
shadows_disabled | Disable computing shadows in shader. |
ambient_light_disabled | Disable contribution from ambient light and radiance map. |
shadow_to_opacity | Lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. |
vertex_lighting | Use vertex-based lighting. |
particle_trails | Enables the trails when used on particles geometry. |
alpha_to_coverage | Alpha antialiasing mode, see here for more. |
alpha_to_coverage_and_one | Alpha antialiasing mode, see here for more. |
fog_disabled | Disable receiving depth-based or volumetric fog. Useful for blend_add materials like particles. |
Built-ins
Values marked as "in" are read-only. Values marked as "out" are for optional writing and will not necessarily contain sensible values. Values marked as "inout" provide a sensible default value, and can optionally be written to. Samplers are not subjects of writing and they are not marked.
Global built-ins
Global built-ins are available everywhere, including custom functions.
Built-in | Description |
---|---|
in float TIME | Global time, in seconds. |
in float PI | A PI constant (3.141592 ). A ration of 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
, NORMAL
, TANGENT
, BITANGENT
) are presented in local model space. If not written to, these values will not be modified and be passed through as they came.
They can optionally be presented in world space by using the world_vertex_coords render mode.
Users can disable the built-in modelview transform (projection will still happen later) and do it manually with the following code:
shader_type spatial;
render_mode skip_vertex_transform;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
Other built-ins, such as UV, UV2 and COLOR, are also passed through to the fragment function if not modified.
Users can override the modelview and projection transforms using the POSITION
built-in. If POSITION
is written to anywhere in the shader, it will always be used, so the user becomes responsible for ensuring that it always has an acceptable value. When POSITION
is used, the value from VERTEX
is ignored and projection does not happen. However, the value passed to the fragment shader still comes from VERTEX
.
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 to 1).
z: Animation frame.
This allows you to easily adjust the shader to a particle system using default particles material. When writing a custom particle shader, this value can be used as desired.
Built-in | Description |
---|---|
in vec2 VIEWPORT_SIZE | Size of viewport (in pixels). |
in mat4 VIEW_MATRIX | World space to view space transform. |
in mat4 INV_VIEW_MATRIX | View space to world space transform. |
in mat4 MAIN_CAM_INV_VIEW_MATRIX | View space to world space transform of camera used to draw the current viewport. |
in mat4 INV_PROJECTION_MATRIX | Clip space to view space transform. |
in vec3 NODE_POSITION_WORLD | Node world space position. |
in vec3 NODE_POSITION_VIEW | Node view space position. |
in vec3 CAMERA_POSITION_WORLD | Camera world space position. |
in vec3 CAMERA_DIRECTION_WORLD | Camera world space direction. |
in uint CAMERA_VISIBLE_LAYERS | Cull layers of the camera rendering the current pass. |
in bool OUTPUT_IS_SRGB | true when output is in sRGB color space (this is true in the Compatibility renderer, false in Forward+ and Forward Mobile). |
in int INSTANCE_ID | Instance ID for instancing. |
in vec4 INSTANCE_CUSTOM | Instance custom data (for particles, mostly). |
in int VIEW_INDEX | The view that we are rendering. VIEW_MONO_LEFT (0 ) for Mono (not multiview) or left eye, VIEW_RIGHT (1 ) for right eye. |
in int VIEW_MONO_LEFT | Constant for Mono or left eye, always 0 . |
in int VIEW_RIGHT | Constant for right eye, always 1 . |
in vec3 EYE_OFFSET | Position offset for the eye being rendered. Only applicable for multiview rendering. |
inout vec3 VERTEX | Vertex in local coordinates. |
in int VERTEX_ID | The index of the current vertex in the vertex buffer. |
inout vec3 NORMAL | Normal in local coordinates. |
inout vec3 TANGENT | Tangent in local coordinates. |
inout vec3 BINORMAL | Binormal in local coordinates. |
out vec4 POSITION | If written to, overrides final vertex position. |
inout vec2 UV | UV main channel. |
inout vec2 UV2 | UV secondary channel. |
inout vec4 COLOR | Color from vertices. |
out float ROUGHNESS | Roughness for vertex lighting. |
inout float POINT_SIZE | Point size for point rendering. |
inout mat4 MODELVIEW_MATRIX | Model space to view space transform (use if possible). |
inout mat3 MODELVIEW_NORMAL_MATRIX | |
in mat4 MODEL_MATRIX | Model space to world space transform. |
in mat3 MODEL_NORMAL_MATRIX | |
inout mat4 PROJECTION_MATRIX | View space to clip space transform. |
in uvec4 BONE_INDICES | |
in vec4 BONE_WEIGHTS | |
in vec4 CUSTOM0 | |
in vec4 CUSTOM1 | |
in vec4 CUSTOM2 | |
in vec4 CUSTOM3 |
INFO
MODELVIEW_MATRIX
combines both the MODEL_MATRIX
and VIEW_MATRIX
and is better suited when floating point issues may arise. For example, if the object is very far away from the world origin, you may run into floating point issues when using the separated MODEL_MATRIX
and VIEW_MATRIX
.
INFO
INV_VIEW_MATRIX
is the matrix used for rendering the object in that pass, not like MAIN_CAM_INV_VIEW_MATRIX
, which is the matrix of the camera in the scene. In the shadow pass, INV_VIEW_MATRIX
's view is based on the camera that is located at the position of the light.
Fragment built-ins
The default use of a Godot fragment processor function is to set up the material properties of your object and to let the built-in renderer handle the final shading. However, you are not required to use all these properties, and if you don't write to them, Godot will optimize away the corresponding functionality.
Built-in | Description |
---|---|
in vec2 VIEWPORT_SIZE | Size of viewport (in pixels). |
in vec4 FRAGCOORD | Coordinate of pixel center in screen space. xy specifies position in window, z specifies fragment depth if DEPTH is not used. Origin is lower-left. |
in bool FRONT_FACING | true if current face is front facing. |
in vec3 VIEW | Normalized vector from fragment position to camera (in view space). This is the same for both perspective and orthogonal cameras. |
in vec2 UV | UV that comes from vertex function. |
in vec2 UV2 | UV2 that comes from vertex function. |
in vec4 COLOR | COLOR that comes from vertex function. |
in vec2 POINT_COORD | Point Coordinate for drawing points with POINT_SIZE. |
in bool OUTPUT_IS_SRGB | true when output is in sRGB color space (this is true in the Compatibility renderer, false in Forward+ and Forward Mobile). |
in mat4 MODEL_MATRIX | Model space to world space transform. |
in mat3 MODEL_NORMAL_MATRIX | |
in mat4 VIEW_MATRIX | World space to view space transform. |
in mat4 INV_VIEW_MATRIX | View space to world space transform. |
in mat4 PROJECTION_MATRIX | View space to clip space transform. |
in mat4 INV_PROJECTION_MATRIX | Clip space to view space transform. |
in vec3 NODE_POSITION_WORLD | Node position, in world space. |
in vec3 NODE_POSITION_VIEW | Node position, in view space. |
in vec3 CAMERA_POSITION_WORLD | Camera position, in world space. |
in vec3 CAMERA_DIRECTION_WORLD | Camera direction, in world space. |
in uint CAMERA_VISIBLE_LAYERS | Cull layers of the camera rendering the current pass. |
in vec3 VERTEX | Vertex that comes from vertex function (default, in view space). |
inout vec3 LIGHT_VERTEX | A writable version of VERTEX that can be used to alter light and shadows. Writing to this will not change the position of the fragment. |
in int VIEW_INDEX | The view that we are rendering. VIEW_MONO_LEFT (0 ) for Mono (not multiview) or left eye, VIEW_RIGHT (1 ) for right eye. |
in int VIEW_MONO_LEFT | Constant for Mono or left eye, always 0 . |
in int VIEW_RIGHT | Constant for right eye, always 1 . |
in vec3 EYE_OFFSET | Position offset for the eye being rendered. Only applicable for multiview rendering. |
sampler2D SCREEN_TEXTURE | Removed in Godot 4. Use a sampler2D with hint_screen_texture instead. |
in vec2 SCREEN_UV | Screen UV coordinate for current pixel. |
sampler2D DEPTH_TEXTURE | Removed in Godot 4. Use a sampler2D with hint_depth_texture instead. |
out float DEPTH | Custom depth value (0..1). If DEPTH is being written to in any shader branch, then you are responsible for setting the DEPTH for all other branches. Otherwise, the graphics API will leave them uninitialized. |
inout vec3 NORMAL | Normal that comes from vertex function (default, in view space). |
inout vec3 TANGENT | Tangent that comes from vertex function. |
inout vec3 BINORMAL | Binormal that comes from vertex function. |
out vec3 NORMAL_MAP | Set normal here if reading normal from a texture instead of NORMAL. |
out float NORMAL_MAP_DEPTH | Depth from variable above. Defaults to 1.0. |
out vec3 ALBEDO | Albedo (default white). |
out float ALPHA | Alpha (0..1); if read from or written to, the material will go to the transparent pipeline. |
out float ALPHA_SCISSOR_THRESHOLD | If written to, values below a certain amount of alpha are discarded. |
out float ALPHA_HASH_SCALE | |
out float ALPHA_ANTIALIASING_EDGE | |
out vec2 ALPHA_TEXTURE_COORDINATE | |
out float METALLIC | Metallic (0..1). |
out float SPECULAR | Specular. Defaults to 0.5, best not to modify unless you want to change IOR. |
out float ROUGHNESS | Roughness (0..1). |
out float RIM | Rim (0..1). If used, Godot calculates rim lighting. |
out float RIM_TINT | Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting. |
out float CLEARCOAT | Small added specular blob. If used, Godot calculates Clearcoat. |
out float CLEARCOAT_GLOSS | Gloss of Clearcoat. If used, Godot calculates Clearcoat. |
out float ANISOTROPY | For distorting the specular blob according to tangent space. |
out vec2 ANISOTROPY_FLOW | Distortion direction, use with flowmaps. |
out float SSS_STRENGTH | Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object. |
out vec4 SSS_TRANSMITTANCE_COLOR | |
out float SSS_TRANSMITTANCE_DEPTH | |
out float SSS_TRANSMITTANCE_BOOST | |
inout vec3 BACKLIGHT | |
out float AO | Strength of Ambient Occlusion. For use with pre-baked AO. |
out float AO_LIGHT_AFFECT | How much AO affects lights (0..1; default 0). |
out vec3 EMISSION | Emission color (can go over 1,1,1 for HDR). |
out vec4 FOG | If written to, blends final pixel color with FOG.rgb based on FOG.a. |
out vec4 RADIANCE | If written to, blends environment map radiance with RADIANCE.rgb based on RADIANCE.a. |
out vec4 IRRADIANCE | If written to, blends environment map IRRADIANCE with IRRADIANCE.rgb based on IRRADIANCE.a. |
INFO
Shaders going through the transparent pipeline when ALPHA
is written to may exhibit transparency sorting issues. Read the Transparency sorting for more information and ways to avoid issues.
Light built-ins
Writing light processor functions is completely optional. You can skip the light function by setting render_mode to unshaded
. If no light function is written, Godot will use the material properties written to in the fragment function to calculate the lighting for you (subject to the render_mode).
The light function is called for every light in every pixel. It is called within a loop for each light type.
Below is an example of a custom light function using a Lambertian lighting model:
void light() {
DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR;
}
If you want the lights to add together, add the light contribution to DIFFUSE_LIGHT
using +=
, rather than overwriting it.
WARNING
The light()
function won't be run if the vertex_lighting
render mode is enabled, or if Rendering > Quality > Shading > Force Vertex Shading is enabled in the Project Settings. (It's enabled by default on mobile platforms.)
Built-in | Description |
---|---|
in vec2 VIEWPORT_SIZE | Size of viewport (in pixels). |
in vec4 FRAGCOORD | Coordinate of pixel center in screen space. xy specifies position in window, z specifies fragment depth if DEPTH is not used. Origin is lower-left. |
in mat4 MODEL_MATRIX | Model space to world space transform. |
in mat4 INV_VIEW_MATRIX | View space to world space transform. |
in mat4 VIEW_MATRIX | World space to view space transform. |
in mat4 PROJECTION_MATRIX | View space to clip space transform. |
in mat4 INV_PROJECTION_MATRIX | Clip space to view space transform. |
in vec3 NORMAL | Normal vector, in view space. |
in vec2 UV | UV that comes from vertex function. |
in vec2 UV2 | UV2 that comes from vertex function. |
in vec3 VIEW | View vector, in view space. |
in vec3 LIGHT | Light Vector, in view space. |
in vec3 LIGHT_COLOR | Color of light multiplied by energy * PI . The PI multiplication is present because physically-based lighting models include a division by PI . |
in float SPECULAR_AMOUNT | 2.0 * light_specular property for OmniLight3D and SpotLight3D . 1.0 for DirectionalLight3D . |
in bool LIGHT_IS_DIRECTIONAL | true if this pass is a DirectionalLight3D . |
in float ATTENUATION | Attenuation based on distance or shadow. |
in vec3 ALBEDO | Base albedo. |
in vec3 BACKLIGHT | |
in float METALLIC | Metallic. |
in float ROUGHNESS | Roughness. |
in bool OUTPUT_IS_SRGB | true when output is in sRGB color space (this is true in the Compatibility renderer, false in Forward+ and Forward Mobile). |
out vec3 DIFFUSE_LIGHT | Diffuse light result. |
out vec3 SPECULAR_LIGHT | Specular light result. |
out float ALPHA | Alpha (0..1); if written to, the material will go to the transparent pipeline. |
INFO
Shaders going through the transparent pipeline when ALPHA
is written to may exhibit transparency sorting issues. Read the Transparency sorting for more information and ways to avoid issues.
Transparent materials also cannot cast shadows or appear in hint_screen_texture
and hint_depth_texture
uniforms. This in turn prevents those materials from appearing in screen-space reflections or refraction. Signed distance field global illumination (SDFGI) sharp reflections are not visible on transparent materials (only rough reflections are visible on transparent materials).