godot-docs/learning/features/shading/shader_materials.rst

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.. _doc_shader_materials:
Shader materials
================
Introduction
------------
For the most common cases, Godot provides ready to use materials for
most types of shaders, such as SpatialMaterial, CanvasItemMaterial and
ParticlesMaterial (@TODO link to tutorials/classes). They are flexible implementations that cover most
use cases.
Shader materials allow writing a custom shader directly, for maximum flexibility.
Examples of this are:
- Create procedural textures.
- Create complex texture blendings.
- Create animated materials, or materials that change with time.
- Create refractive effects or other advanced effects.
- Create special lighting shaders for more exotic materials.
- Animate vertices, like tree leaves or grass.
- Create custom particle code, that responds to baked animations or force fields.
- And much more!
Traditionally, most engines will ask you to learn GLSL, HLSL or CG,
which are pretty complex for the skillset of most artists. Godot uses a
simplified version of a shader language that will detect errors as you
type, so you can see your edited shaders in real-time. Additionally, it
is possible to edit shaders using a visual, node-based graph editor.
Creating a ShaderMaterial
-------------------------
Create a new ShaderMaterial in some object of your choice. Go to the
"Material" property and create a ShaderMaterial.
.. image:: img/shader_material_create.png
Edit the newly created shader, and the shader editor will open:
.. image:: img/shader_material_editor.png
Converting to ShaderMaterial
----------------------------
It is possible to convert from SpatialMaterial, CanvasItemMaterial and
ParticlesMaterial to ShaderMaterial. Just go to the material properties
and enable the convert option.
.. image:: img/shader_material_convert.png