| name | godot-shaders |
| description | Write Godot 4.x 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.
|
| license | Apache-2.0 |
| compatibility | Godot 4.3+ (Godot Shading Language) |
| metadata | {"engine":"godot","category":"godot","difficulty":"advanced"} |
Godot Shaders (4.x)
Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate
with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.3+.
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
- 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.)
- Attach via a
ShaderMaterial. Create a ShaderMaterial, assign your .gdshader,
and put it on the node's material. Uniforms appear in the Inspector.
- Write
fragment() to set the output: COLOR (2D) or ALBEDO/EMISSION/ALPHA
(3D). Optionally vertex() to move geometry and light() for custom lighting.
- Expose tunables as
uniforms with hints (source_color, hint_range) so they are
editable and correctly color-managed.
- Animate with the built-in
TIME and sample textures with texture(tex, UV).
- Set uniforms from code with
material.set_shader_parameter("name", value).
Patterns
1. 2D (canvas_item): tint + scrolling UV
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
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
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)
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:
$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.