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146 lines
6.4 KiB
ReStructuredText
146 lines
6.4 KiB
ReStructuredText
Shader nodes
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------------
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Most nodes in Material Maker are shader nodes. Their outputs are not defined as images,
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but as shader programs that calculates
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* the color of a pixel from its coordinates for greyscale, color and RGBA outputs
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* the signed distance of a 2D point from its coordinates for SDF2D outputs
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* the signed distance of a 3D point from its coordinates for SDF3D outputs
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When shader nodes are connected, Material Maker will combine their shader programs.
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As a consequence, most shader nodes are resolution independant.
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Editing a shader node will show the **Node Editor** window.
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Defining a shader node interface
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A shader node will always have outputs that will be connected to the inputs of other
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nodes. It may also (and will probably) have parameters that can be modified in the
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user interface, and inputs to receive data from other nodes.
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.. image:: images/node_editor_general.png
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:align: center
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Inputs and parameters can be added in the **General** tab, but first, you may want to
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choose a nice name for your new node.
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Parameters
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~~~~~~~~~~
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To add a parameter, just click on the green "+" button in the Parameters section.
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A new parameter line will be created with a red "-" button on its left to delete
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the new parameter. On this line:
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* the first text field is the name of the parameter, that will be used in the shader code
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* the second text field is an optional label that will be displayed in the user interface.
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There are a few tricks with this label that can help tweaking the UI.
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* the option button can be used to select a type for the parameter. The available types
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are **float**, **size**, **enum**, **boolean**, **color** and **gradient**
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* on the right of the type selector, controls can be used to define a default value and
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constraints for the parameter
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* **float** parameters can be assigned a **control** variable in the 2D preview
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To use a parameter in your shader code it is necessary to prefix it with a dollar sign.
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So a **foo** parameter can be refered to by **$foo** or **$(foo)** in the shader code.
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Gradient parameters need to be used as functions with a single float parameter.
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So **mygradient** should be refered to as **$mygradient($uv.x)** if you want to spread
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the gradient on the x axis (**$uv** is an implicit variable used by Material Maker for
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UV coordinates).
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Inputs
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~~~~~~
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Inputs can be added and removed, have a name and a label (but no label trick) just
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like parameters. they also have a type that can be **Greyscale**, **Color** or
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**RGBA**.
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Please note that Material Maker will convert automatically if you connect an input
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to an output of a different type.
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On the right of the input type, you must define a default value that will be used
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if the input is not connected. The default value is a GLSL expression that must
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evaluate to a **float** for **Greyscale**, a **vec3** for **Color** or a **vec4**
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for **RGBA**. Inputs default values can use the **$uv** implicit variable. You may
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want to define interesting default inputs for your nodes, so it is possible
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to see their effect without connecting the inputs (the screenshot above is the
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Blend filter and has a vertical and an horizontal gradient as default inputs).
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The "Function" checkbox changes the way the code is generated for this input.
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When set to true, the input is generated as a function and can be used in the *Instance
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functions* section. If the parameter is false, the input code is inlined. is is not advised
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to set this parameter to true when not required, because generating functions can have
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an impact on performance.
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In shader code, inputs are used as functions that take a single **vec2** parameter. For
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example **$myinput(2.0*$uv+vec2(0.2, 0.3))** refers to **myinput**, scaled and translated.
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Outputs
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~~~~~~~
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Outputs are defined in the **Outputs** tab and are very similar to inputs, but instead
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of a default value, the generated value of the output should be specified as a
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GLSL expression (**float** for **Greyscale**, a **vec3** for **Color** or a
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**vec4** for **RGBA**). This expression can use everything in the node (parameters,
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inputs, main code, instance functions and global functions) except other outputs.
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And generally, complex nodes mean complex output expressions. You may thus want to
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write simple expressions in the **Outputs** tab and keep complex code in the 3
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remaining tabs.
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.. image:: images/node_editor_outputs.png
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:align: center
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Adding the actual GLSL code
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Now the parameters, inputs and outputs are defined, the code that will actually
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generate the texture will be in the 3 remaining tabs.
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Global functions
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~~~~~~~~~~~~~~~~
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The Global functions tab is used to define the functions that are necessary to
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implement the texture generator. Those functions will be included only once (when
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the node is used of course) and cannot use parameters or inputs. This is
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typically where you will paste the code you prepared in Shadertoy.
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.. image:: images/node_editor_global.png
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:align: center
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Instance functions
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~~~~~~~~~~~~~~~~~~
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Instance functions are functions that are unique to an instance of the node.
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They will typically depend on parameters, and those could either be used as
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parameters when calling global functions, or to form global function names (as
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shown in the screenshot below: the blend_type parameter is an enum whose value
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is the suffix of one of the blend functions defined in the Global Functions pane).
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Instance functions must also have a unique name, and the name implicit variable
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can be used to do this: whenever $name or $(name) is used, it will be replaced
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with a unique name that depends on the node instance.
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.. image:: images/node_editor_instance.png
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:align: center
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Main code
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~~~~~~~~~
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This tab contains code that will be inserted into the main combined shader and
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can be used to define variables that will be used in the outputs expressions.
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This can be useful either to simplify the outputs or to define variables that
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will be used by several outputs (hence optimizing the shader code).
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Main code can use the node's parameters and inputs as well as instance and
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global functions.
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Since a node can be sampled for several different UV expressions in the same
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combined shader, it is necessary for all variables declared in the main code section
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to have a unique name for each (node instance, UV expression) pair. Material
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Maker provides the name_uv implicit variable for this.
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.. image:: images/node_editor_main.png
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:align: center
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