Godot Shaders (4.x)
Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.7.
When to use
- Use when writing
.gdshadercode or aShaderMaterial: 2D effects (outline, dissolve,
flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects.
**When *not* to use:** the cross-engine *concepts* of shading (UVs, vertex/fragment theory) → shader-programming; particles/VFX nodes → general 3D; non-shader visuals.
Core workflow
- Pick the shader type on the first line:
shader_type canvas_item;for 2D - Attach via a
ShaderMaterial. Create aShaderMaterial, assign your.gdshader, - Write
fragment()to set the output:COLOR(2D) orALBEDO/EMISSION/ALPHA - Expose tunables as
uniforms with hints (source_color,hint_range) so they are - Animate with the built-in
TIMEand sample textures withtexture(tex, UV). - Set uniforms from code with
material.set_shader_parameter("name", value).
(Sprite2D, TextureRect, anything CanvasItem) or shader_type spatial; for 3D materials. (particles, sky, fog also exist.)
and put it on the node's material. Uniforms appear in the Inspector.
(3D). Optionally vertex() to move geometry and light() for custom lighting.
editable and correctly color-managed.
Patterns
1. 2D (canvas_item): tint + scrolling UV
shader_type canvas_item;
uniform vec4 tint : source_color = vec4(1.0); // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;
void fragment() {
vec2 uv = UV;
uv.x += TIME * scroll_speed; // scroll horizontally over time
COLOR = texture(TEXTURE, uv) * tint; // TEXTURE = the node's texture
}
2. 2D dissolve using a noise threshold
shader_type canvas_item;
uniform sampler2D noise : repeat_enable; // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;
void fragment() {
vec4 tex = texture(TEXTURE, UV);
float n = texture(noise, UV).r;
if (n < amount) {
discard; // cut the pixel away
}
COLOR = tex;
}
3. 3D (spatial): emissive rim light
shader_type spatial;
uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;
void fragment() {
ALBEDO = base_color.rgb;
// VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
EMISSION = rim_color * rim;
}
4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)
shader_type canvas_item;
// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;
void fragment() {
vec2 px = SCREEN_PIXEL_SIZE * blur;
vec4 c = texture(screen_tex, SCREEN_UV);
c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
COLOR = c / 3.0;
}
Set a uniform from GDScript:
$Sprite2D.material.set_shader_parameter("amount", 0.7)
Pitfalls
- 3.x → 4.x renames.
SCREEN_TEXTUREis removed — declare - Wrong output variable. In
canvas_itemwriteCOLOR; inspatialwriteALBEDO - Color uniforms without
source_colorare treated as raw linear values and look - Transparency needs opt-in (3D). For
ALPHA < 1.0to blend, add a render mode or set - Sampling outside [0,1] UV without
repeat_enableclamps. Add: repeat_enableto TIMEis seconds since start and keeps growing — wrap withfract()/mod()fordiscardis costly on some hardware and breaks early-Z; prefer settingALPHA/
uniform sampler2D x : hint_screen_texture; and sample with SCREEN_UV. Color hints hint_color→source_color; hint_albedo/hint_white→source_color; hint_range stays. Depth/normal use hint_depth_texture / hint_normal_roughness_texture.
(and EMISSION, ALPHA, ROUGHNESS, METALLIC). Writing COLOR in a spatial shader does nothing.
wrong (washed/dark) because Godot won't sRGB-convert them.
the material transparency; otherwise it's opaque/cut.
the sampler uniform for tiling/scroll.
periodic effects to avoid precision drift.
COLOR.a when you can.
References
- For built-in variables per shader type, render modes,
varying, customlight(),
vertex() displacement, and the visual shader graph, read references/shading-language.md.
Related skills
shader-programming— engine-agnostic shader concepts (GLSL/HLSL).godot-3d-essentials— materials, environment, and where spatial shaders live.godot-ui-control— applying shaders to UI for effects.