Book Of Shaders - Godot Mac OS
The Book of Shaders ported to Godot 's shader language with an editor. Live loading, editing and saving of godot shaders in a simplified interface. Experiment, create new. Now that I think about it - perhaps it was only the uniforms and varyings that had to be defined outside(and at the very beginning) the voids. Been a while since I have written a shader for godot - might have gotten my wires crossed, currently busy writing a new theme for the future forum upgrade.
Blender is available for Windows 7 and above, and Mac OS X 10.6 and above. 2.92 and 2.83 LTS are the last supported Releases for Windows 7. MacOS 10.12 with 2.8x and 10.13 and higher with 2.92 are also needed at Apple PC. Blender 2.76b was the last supported release for Windows XP and version 2.63 was the last supported release for PowerPC. As it can be seen in the screenshot, you cannot debug the fragment shader since it isn't provided in our tutorial's shader (the fragment function is missing). To start debugging the vertex shader, press the 'play' button near one of the vertices. You can step through the code line by line and hover over variables to see their value.
New pipeline items
This plugin currently only supports canvas shaders, other shader types will be added soon. Support for canvas shaders is almost fully finished: syntax highlighting, autocompletion, error reporting, built-in variables, debugging, etc...
CanvasMaterial works just like a normal SHADERed shader pass, which means that you can add custom variables and bind your own textures.
Besides CanvasMaterial, there are also Sprite & BackBufferCopy. BackBufferCopy is a command that tells SHADERed to copy the contents of preview/window texture to SCREEN_TEXTURE.
Book Of Shaders - Godot Mac Os 11
Tutorial
First, create an empty SHADERed project. After that, right click on the 'Pipeline' window.
GCanvasMaterial
is actually just a interface for canvas shader. GCanvasMaterial's children will use the same shader (that is specified in this item's properties).
GBackBufferCopy
will refresh the contents of SCREEN_TEXTURE.
Click on GCanvasMaterial
. The newly added item will appear in the 'Pipeline' window. Right click on it and select properties.
In the properties you can:
- rename the item
- specify shader file
- select render texture
Create an empty .shader
file. Select it in the GCanvasMaterial's properties. Copy and paste the following code:
To edit the CanvasMaterial's code in SHADERed, either double click the item in Pipeline window or right click -> Edit -> Shader
We should now add a sprite to the scene. Right click on your GCanvasMaterial item -> Add -> GSprite. It will prompt you to select a texture (NOTE: this can be changed later in the properties).
Book Of Shaders - Godot Mac Os 11
You should now have something like this:
As you can notice, the sprite isn't moving. That's because our uniform variable uMultiplier
is set to zero by default. To edit it's value, right click on GCanvasMaterial
-> Uniforms. Enter the value (either by dragging or by double clicking on the textbox)
Here is the result:
To debug your shader, first pause the preview. You can do that by either pressing the Space
key or the pause button on the statusbar. After that, select a pixel that you want to debug by clicking on the preview window. Additional information should appear in the 'Pixel Inspect' and 'Preview' windows.
As it can be seen in the screenshot, you cannot debug the fragment shader since it isn't provided in our tutorial's shader (the fragment()
function is missing). To start debugging the vertex shader, press the 'play' button near one of the vertices. You can step through the code line by line and hover over variables to see their value.
This project is provided with the plugin. Check the examples/GodotSimple
directory.
Changelog
v1.4 release
- fix saving to image file
v1.3 release
- update file dialogs
v1.2 release
- ability to debug shaders
- rendering to a texture
- improved autocomplete
- bugfixes