diff --git a/about/docs_changelog.rst b/about/docs_changelog.rst index b5979708e..b38439dda 100644 --- a/about/docs_changelog.rst +++ b/about/docs_changelog.rst @@ -64,6 +64,7 @@ Plugins - :ref:`doc_android_plugin` - :ref:`doc_inspector_plugins` +- :ref:`doc_visual_shader_plugins` Multi-threading ^^^^^^^^^^^^^^^ diff --git a/tutorials/plugins/editor/img/visual_shader_plugins_result1.png b/tutorials/plugins/editor/img/visual_shader_plugins_result1.png new file mode 100644 index 000000000..2d714e90b Binary files /dev/null and b/tutorials/plugins/editor/img/visual_shader_plugins_result1.png differ diff --git a/tutorials/plugins/editor/img/visual_shader_plugins_result2.png b/tutorials/plugins/editor/img/visual_shader_plugins_result2.png new file mode 100644 index 000000000..91698a0f4 Binary files /dev/null and b/tutorials/plugins/editor/img/visual_shader_plugins_result2.png differ diff --git a/tutorials/plugins/editor/img/visual_shader_plugins_start.png b/tutorials/plugins/editor/img/visual_shader_plugins_start.png new file mode 100644 index 000000000..b46e59339 Binary files /dev/null and b/tutorials/plugins/editor/img/visual_shader_plugins_start.png differ diff --git a/tutorials/plugins/editor/img/visual_shader_plugins_start2.png b/tutorials/plugins/editor/img/visual_shader_plugins_start2.png new file mode 100644 index 000000000..1b49d953a Binary files /dev/null and b/tutorials/plugins/editor/img/visual_shader_plugins_start2.png differ diff --git a/tutorials/plugins/editor/img/visual_shader_plugins_start3.png b/tutorials/plugins/editor/img/visual_shader_plugins_start3.png new file mode 100644 index 000000000..862ebc441 Binary files /dev/null and b/tutorials/plugins/editor/img/visual_shader_plugins_start3.png differ diff --git a/tutorials/plugins/editor/index.rst b/tutorials/plugins/editor/index.rst index 670a40466..c91a60d14 100644 --- a/tutorials/plugins/editor/index.rst +++ b/tutorials/plugins/editor/index.rst @@ -10,3 +10,4 @@ Editor plugins import_plugins spatial_gizmos inspector_plugins + visual_shader_plugins diff --git a/tutorials/plugins/editor/visual_shader_plugins.rst b/tutorials/plugins/editor/visual_shader_plugins.rst new file mode 100644 index 000000000..aa78538a3 --- /dev/null +++ b/tutorials/plugins/editor/visual_shader_plugins.rst @@ -0,0 +1,189 @@ +.. _doc_visual_shader_plugins: + +Visual Shader Plugins +===================== + +Introduction +------------ + +Visual Shader Plugins are used to create custom Visual Shader nodes in GDScript. + +The creation process is different from EditorPlugins - you simply create and save a script file and it will be ready to use. + +Visual Shader Plugin +-------------------- + +This short tutorial will explain how to make a Perlin-3D noise node (original code from https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres). + +Create a sprite and assign a :ref:`ShaderMaterial ` to its material slot: + +.. image:: img/visual_shader_plugins_start.png + +Assign :ref:`VisualShader ` to the shader slot of the material: + +.. image:: img/visual_shader_plugins_start2.png + +Don't forget to change its mode to CanvasItem (if you are using a sprite): + +.. image:: img/visual_shader_plugins_start3.png + +Create a script which derives from :ref:`VisualShaderNodeCustom `. This is all you need to initialize your plugin. + +:: + + # PerlinNoise3D.gd + + tool + extends VisualShaderNodeCustom + class_name VisualShaderNodePerlinNoise3D + + func _get_name(): + return "PerlinNoise3D" + + func _get_category(): + return "MyShaderNodes" + + func _get_description(): + return "Classic Perlin-Noise-3D function (by Curly-Brace)" + + func _get_return_icon_type(): + return VisualShaderNode.PORT_TYPE_SCALAR + + func _get_input_port_count(): + return 4 + + func _get_input_port_name(port): + match port: + 0: + return "uv" + 1: + return "offset" + 2: + return "scale" + 3: + return "time" + + func _get_input_port_type(port): + match port: + 0: + return VisualShaderNode.PORT_TYPE_VECTOR + 1: + return VisualShaderNode.PORT_TYPE_VECTOR + 2: + return VisualShaderNode.PORT_TYPE_SCALAR + 3: + return VisualShaderNode.PORT_TYPE_SCALAR + + func _get_output_port_count(): + return 1 + + func _get_output_port_name(port): + return "result" + + func _get_output_port_type(port): + return VisualShaderNode.PORT_TYPE_SCALAR + + func _get_global_code(mode): + return """ + vec3 mod289_3(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 mod289_4(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 permute(vec4 x) { + return mod289_4(((x*34.0)+1.0)*x); + } + + vec4 taylorInvSqrt(vec4 r) { + return 1.79284291400159 - 0.85373472095314 * r; + } + + vec3 fade(vec3 t) { + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); + } + + // Classic Perlin noise + float cnoise(vec3 P) { + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod289_3(Pi0); + Pi1 = mod289_3(Pi1); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = vec4(Pi0.z); + vec4 iz1 = vec4(Pi1.z); + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 * (1.0 / 7.0); + vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 * (1.0 / 7.0); + vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); + vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); + vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); + vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); + vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); + vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); + vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); + vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; + } + """ + + func _get_code(input_vars, output_vars, mode, type): + return output_vars[0] + " = cnoise ( vec3 ( ( %s.xy + %s.xy ) * %s, %s ) ) * 0.5 + 0.5" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3]] + +Save it and open the visual shader. You should see your new node type inside the member's dialog (if you can't see your new node, try restarting the editor): + +.. image:: img/visual_shader_plugins_result1.png + +Place it on a graph and connect the required ports: + +.. image:: img/visual_shader_plugins_result2.png + +That is everything you need to do, as you can see it is very easy to create your own custom VisualShader nodes!