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