.. _doc_visual_shader_plugins: Visual Shader plugins ===================== Visual Shader plugins are used to create custom :ref:`class_VisualShader` nodes in GDScript. The creation process is different from usual editor plugins. You do not need to create a ``plugin.cfg`` file to register it; instead, create and save a script file and it will be ready to use, provided the custom node is registered with ``class_name``. This short tutorial will explain how to make a Perlin-3D noise node (original code from this `GPU noise shaders plugin `_. Create a Sprite and assign a :ref:`class_ShaderMaterial` to its material slot: .. image:: img/visual_shader_plugins_start.png Assign :ref:`class_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:`class_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 within 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 easy to create your own custom VisualShader nodes!