着色语言

简介

Godot使用类似于GLSL ES 3.0的着色语言。 支持大多数数据类型和函数,并且可能会随着时间的推移添加少数几种类型和函数。

如果您已经熟悉GLSL,:ref:`Godot着色器迁移指南<doc_migrating_to_godot_shader_language>`是一个帮助您从常规GLSL转换到Godot着色语言的资源。

数据类型

支持大多数GLSL ES 3.0数据类型:

类型描述
voidVoid数据类型,只对不返回任何内容的函数有用。
bool布尔数据类型,只能包含“true”或“false”。
bvec2Two-component vector of booleans.
bvec3Three-component vector of booleans.
bvec4Four-component vector of booleans.
int签名标量整数。
ivec2Two-component vector of signed integers.
ivec3Three-component vector of signed integers.
ivec4Four-component vector of signed integers.
uintUnsigned scalar integer; can’t contain negative numbers.
uvec2Two-component vector of unsigned integers.
uvec3Three-component vector of unsigned integers.
uvec4Four-component vector of unsigned integers.
floatFloating-point scalar.
vec2Two-component vector of floating-point values.
vec3Three-component vector of floating-point values.
vec4Four-component vector of floating-point values.
mat22x2矩阵,按主要顺序排列。
mat33x3矩阵,在列的主要顺序。
mat44x4矩阵,按主要顺序排列。
sampler2DSampler type for binding 2D textures, which are read as float.
isampler2D用于绑定2D纹理的采样器类型,它们被读取为有符号整数。
usampler2D用于绑定2D纹理的采样器类型,读取为无符号整数。
sampler2DArraySampler type for binding 2D texture arrays, which are read as float.
isampler2DArraySampler type for binding 2D texture arrays, which are read as signed integer.
usampler2DArraySampler type for binding 2D texture arrays, which are read as unsigned integer.
sampler3DSampler type for binding 3D textures, which are read as float.
isampler3DSampler type for binding 3D textures, which are read as signed integer.
usampler3DSampler type for binding 3D textures, which are read as unsigned integer.
samplerCube用于绑定Cubemaps的采样器类型,读取为浮点数。

转换

就像GLSL ES 3.0一样,不允许在标量和相同大小但不同类型的向量之间进行隐式转换。 也不允许铸造不同大小的类型。 转换必须通过构造函数明确完成。

示例:

  1. float a = 2; // invalid
  2. float a = 2.0; // valid
  3. float a = float(2); // valid

默认整数常量是有符号的,所以转换为无符号总是需要强制类型转换:

  1. int a = 2; // valid
  2. uint a = 2; // invalid
  3. uint a = uint(2); // valid

成员

Individual scalar members of vector types are accessed via the “x”, “y”, “z” and “w” members. Alternatively, using “r”, “g”, “b” and “a” also works and is equivalent. Use whatever fits best for your needs.

For matrices, use the m[row][column] indexing syntax to access each scalar, or m[idx] to access a vector by row index. For example, for accessing the y position of an object in a mat4 you use m[3][1].

建设

向量类型的构造必须始终通过:

  1. // The required amount of scalars
  2. vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
  3. // Complementary vectors and/or scalars
  4. vec4 a = vec4(vec2(0.0, 1.0), vec2(2.0, 3.0));
  5. vec4 a = vec4(vec3(0.0, 1.0, 2.0), 3.0);
  6. // A single scalar for the whole vector
  7. vec4 a = vec4(0.0);

Construction of matrix types requires vectors of the same dimension as the matrix. You can also build a diagonal matrix using matx(float) syntax. Accordingly, mat4(1.0) is an identity matrix.

  1. mat2 m2 = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0));
  2. mat3 m3 = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
  3. mat4 identity = mat4(1.0);

Matrices can also be built from a matrix of another dimension. There are two rules : If a larger matrix is constructed from a smaller matrix, the additional rows and columns are set to the values they would have in an identity matrix. If a smaller matrix is constructed from a larger matrix, the top, left submatrix of the larger matrix is used.

  1. mat3 basis = mat3(WORLD_MATRIX);
  2. mat4 m4 = mat4(basis);
  3. mat2 m2 = mat2(m4);

混写

It is possible to obtain any combination of components in any order, as long as the result is another vector type (or scalar). This is easier shown than explained:

  1. vec4 a = vec4(0.0, 1.0, 2.0, 3.0);
  2. vec3 b = a.rgb; // Creates a vec3 with vec4 components.
  3. vec3 b = a.ggg; // Also valid; creates a vec3 and fills it with a single vec4 component.
  4. vec3 b = a.bgr; // Order does not matter.
  5. vec3 b = a.xyz; // Also rgba, xyzw are equivalent.
  6. vec3 b = a.stp; // And stpq (for texture coordinates).
  7. float c = b.w; // Invalid, because "w" is not present in vec3 b.
  8. vec3 c = b.xrt; // Invalid, mixing different styles is forbidden.
  9. b.rrr = a.rgb; // Invalid, assignment with duplication.
  10. b.bgr = a.rgb; // Valid assignment.

精确

It is possible to add precision modifiers to datatypes; use them for uniforms, variables, arguments and varyings:

  1. lowp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // low precision, usually 8 bits per component mapped to 0-1
  2. mediump vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // medium precision, usually 16 bits or half float
  3. highp vec4 a = vec4(0.0, 1.0, 2.0, 3.0); // high precision, uses full float or integer range (default)

Using lower precision for some operations can speed up the math involved (at the cost of less precision). This is rarely needed in the vertex processor function (where full precision is needed most of the time), but is often useful in the fragment processor.

Some architectures (mainly mobile) can benefit significantly from this, but there are downsides such as the additional overhead of conversion between precisions. Refer to the documentation of the target architecture for further information. In many cases, mobile drivers cause inconsistent or unexpected behavior and it is best to avoid specifying precision unless necessary.

数组

Arrays are containers for multiple variables of a similar type. Note: As of Godot 3.2, only local and varying arrays have been implemented.

Local arrays

Local arrays are declared in functions. They can use all of the allowed datatypes, except samplers. The array declaration follows a C-style syntax: [const] + [precision] + typename + identifier + [array size].

  1. void fragment() {
  2. float arr[3];
  3. }

They can be initialized at the beginning like:

  1. float float_arr[3] = float[3] (1.0, 0.5, 0.0); // first constructor
  2. int int_arr[3] = int[] (2, 1, 0); // second constructor
  3. vec2 vec2_arr[3] = { vec2(1.0, 1.0), vec2(0.5, 0.5), vec2(0.0, 0.0) }; // third constructor
  4. bool bool_arr[] = { true, true, false }; // fourth constructor - size is defined automatically from the element count

You can declare multiple arrays (even with different sizes) in one expression:

  1. float a[3] = float[3] (1.0, 0.5, 0.0),
  2. b[2] = { 1.0, 0.5 },
  3. c[] = { 0.7 },
  4. d = 0.0,
  5. e[5];

To access an array element, use the indexing syntax:

  1. float arr[3];
  2. arr[0] = 1.0; // setter
  3. COLOR.r = arr[0]; // getter

Arrays also have a built-in function .length() (not to be confused with the built-in length() function). It doesn’t accept any parameters and will return the array’s size.

  1. float arr[] = { 0.0, 1.0, 0.5, -1.0 };
  2. for (int i = 0; i < arr.length(); i++) {
  3. // ...
  4. }

注解

If you use an index below 0 or greater than array size - the shader will crash and break rendering. To prevent this, use length(), if, or clamp() functions to ensure the index is between 0 and the array’s length. Always carefully test and check your code. If you pass a constant expression or a simple number, the editor will check its bounds to prevent this crash.

常量

Use the const keyword before the variable declaration to make that variable immutable, which means that it cannot be modified. All basic types, except samplers can be declared as constants. Accessing and using a constant value is slightly faster than using a uniform. Constants must be initialized at their declaration.

  1. const vec2 a = vec2(0.0, 1.0);
  2. vec2 b;
  3. a = b; // invalid
  4. b = a; // valid

Constants cannot be modified and additionally cannot have hints, but multiple of them (if they have the same type) can be declared in a single expression e.g

  1. const vec2 V1 = vec2(1, 1), V2 = vec2(2, 2);

Similar to variables, arrays can also be declared with const.

  1. const float arr[] = { 1.0, 0.5, 0.0 };
  2. arr[0] = 1.0; // invalid
  3. COLOR.r = arr[0]; // valid

Constants can be declared both globally (outside of any function) or locally (inside a function). Global constants are useful when you want to have access to a value throughout your shader that does not need to be modified. Like uniforms, global constants are shared between all shader stages, but they are not accessible outside of the shader.

  1. shader_type spatial;
  2. const float PI = 3.14159265358979323846;

运算符

Godot 着色器语言支持与GLSL ES 3.0相同的操作符集。下面是它们的优先级列表:

优先级操作符
1 (最高)括号分组()
2unary+, -, !, ~
3multiplicative/, *, %
4additive+, -
5逐位移位<<, >>
6相关的<, >, <=, >=
7平等==, !=
8bit-wise AND&
9bit-wise exclusive OR^
10bit-wise inclusive OR|
11logical AND&&
12(最低)logical inclusive OR||

Flow control

Godot 着色器语言支持最常见的控制流类型:

  1. // if and else
  2. if (cond) {
  3. } else {
  4. }
  5. // switch
  6. switch(i) { // signed integer expression
  7. case -1:
  8. break;
  9. case 0:
  10. return; // break or return
  11. case 1: // pass-through
  12. case 2:
  13. break;
  14. //...
  15. default: // optional
  16. break;
  17. }
  18. // for loops
  19. for (int i = 0; i < 10; i++) {
  20. }
  21. // while
  22. while (true) {
  23. }
  24. // do while
  25. do {
  26. } while(true);

Keep in mind that, in modern GPUs, an infinite loop can exist and can freeze your application (including editor). Godot can’t protect you from this, so be careful not to make this mistake!

警告

当导出 GLES2 项目到 HTML5时, WebGL 1.0将被使用。 WebGL 1.0不支持动态循环,所以使用这些的着色器将不会工作。

丢弃

片段和灯光功能可以使用 discard 关键字。 如果使用,则丢弃该片段并且不写入任何内容。

函数

It is possible to define functions in a Godot shader. They use the following syntax:

  1. ret_type func_name(args) {
  2. return ret_type; // if returning a value
  3. }
  4. // a more specific example:
  5. int sum2(int a, int b) {
  6. return a + b;
  7. }

您只能使用上面定义的函数(编辑器中的较高位置)调用它们的函数。

Function arguments can have special qualifiers:

  • in: 表示参数仅用于读取(默认)。
  • out: 表示该参数只用于写入。
  • inout: 表示该参数以引用传递。

示例:

  1. void sum2(int a, int b, inout int result) {
  2. result = a + b;
  3. }

Varyings

To send data from the vertex to the fragment processor function, varyings are used. They are set for every primitive vertex in the vertex processor, and the value is interpolated for every pixel in the fragment processor.

  1. shader_type spatial;
  2. varying vec3 some_color;
  3. void vertex() {
  4. some_color = NORMAL; // Make the normal the color.
  5. }
  6. void fragment() {
  7. ALBEDO = some_color;
  8. }

Varying can also be an array:

  1. shader_type spatial;
  2. varying float var_arr[3];
  3. void vertex() {
  4. var_arr[0] = 1.0;
  5. var_arr[1] = 0.0;
  6. }
  7. void fragment() {
  8. ALBEDO = vec3(var_arr[0], var_arr[1], var_arr[2]); // red color
  9. }

插值限定符

在着色管线期间内插某些值。 您可以使用 插值限定符 修改这些插值的完成方式。

  1. shader_type spatial;
  2. varying flat vec3 our_color;
  3. void vertex() {
  4. our_color = COLOR.rgb;
  5. }
  6. void fragment() {
  7. ALBEDO = our_color;
  8. }

There are two possible interpolation qualifiers:

限定符描述
flat该值未插值。
smooth该值以透视正确的方式进行插值。 这是默认值。

制服

Passing values to shaders is possible. These are global to the whole shader and are called uniforms. When a shader is later assigned to a material, the uniforms will appear as editable parameters in it. Uniforms can’t be written from within the shader.

  1. shader_type spatial;
  2. uniform float some_value;

可以在编辑器中设置统一的材料。或者可以通过GDScript设置:

  1. material.set_shader_param("some_value", some_value)

注解

“设置_着色器_参数”的第一个参数是着色器中统一值的名称。它必须与着色器中的统一值的名称完全匹配,否则将无法识别。

Any GLSL type except for void can be a uniform. Additionally, Godot provides optional shader hints to make the compiler understand for what the uniform is used.

  1. shader_type spatial;
  2. uniform vec4 color : hint_color;
  3. uniform float amount : hint_range(0, 1);
  4. uniform vec4 other_color : hint_color = vec4(1.0);

It’s important to understand that textures that are supplied as color require hints for proper sRGB->linear conversion (i.e. hint_albedo), as Godot’s 3D engine renders in linear color space.

以下提示的完整列表:

类型暗示描述
vec4hint_color用作颜色
int, floathint_range(min, max[, step])用作范围(最小/最大/步)
sampler2Dhint_albedo用作反照率颜色,默认为白色
sampler2Dhint_black_albedo用作反照率颜色,默认为黑色
sampler2Dhint_normal用作法线贴图
sampler2Dhint_white作为值,默认为白色。
sampler2Dhint_black作为值,默认为黑色
sampler2Dhint_aniso作为流程图,默认为右。

GDScript使用的变量类型与GLSL不同,所以当把变量从GDScript传递到着色器时,Godot会自动转换类型。以下是相应类型的表格:

GDScript typeGLSL type
boolbool
intint
floatfloat
Vector2vec2
Vector3vec3
Colorvec4
Transformmat4
Transform2Dmat4

注解

Be careful when setting shader uniforms from GDScript, no error will be thrown if the type does not match. Your shader will just exhibit undefined behavior.

制服也可以分配默认值:

  1. shader_type spatial;
  2. uniform vec4 some_vector = vec4(0.0);
  3. uniform vec4 some_color : hint_color = vec4(1.0);

Built-in functions

A large number of built-in functions are supported, conforming to GLSL ES 3.0. When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature is used, it can be scalar or vector.

注解

对于GLES2后端不可用的函数列表,请参见:ref:GLES2和GLES3之间的差异文档 <doc_gles2_gles3_differences>.

函数描述
vec_type radians (vec_type degrees)将度数转换为弧度
vec_type degrees (vec_type radians)将弧度转换为度数
vec_type sin (vec_type x)正弦
vec_type cos (vec_type x)余弦
vec_type tan (vec_type x)正切
vec_type asin (vec_type x)Arcsine
vec_type acos (vec_type x)Arccosine
vec_type atan (vec_type y_over_x)Arctangent
vec_type atan (vec_type y, vec_type x)Arctangent to convert vector to angle
vec_type sinh (vec_type x)Hyperbolic sine
vec_type cosh (vec_type x)Hyperbolic cosine
vec_type tanh (vec_type x)Hyperbolic tangent
vec_type asinh (vec_type x)Inverse hyperbolic sine
vec_type acosh (vec_type x)Inverse hyperbolic cosine
vec_type atanh (vec_type x)Inverse hyperbolic tangent
vec_type pow (vec_type x, vec_type y)Power (undefined if x < 0 or if x = 0 and y <= 0)
vec_type exp (vec_type x)Base-e exponential
vec_type exp2 (vec_type x)Base-2 exponential
vec_type log (vec_type x)Natural logarithm
vec_type log2 (vec_type x)Base-2 logarithm
vec_type sqrt (vec_type x)Square root
vec_type inversesqrt (vec_type x)Inverse square root
vec_type abs (vec_type x)绝对
ivec_type abs (ivec_type x)绝对
vec_type sign (vec_type x)符号
ivec_type sign (ivec_type x)符号
vec_type floor (vec_type x)向下取整
vec_type round (vec_type x)四舍五入
vec_type roundEven (vec_type x)Round to the nearest even number
vec_type trunc (vec_type x)截断
vec_type ceil (vec_type x)Ceil
vec_type fract (vec_type x)Fractional
vec_type mod (vec_type x, vec_type y)
vec_type mod (vec_type x , float y)
vec_type modf (vec_type x, out vec_type i)Fractional of x, with i as integer part
vec_type min (vec_type a, vec_type b)最小值
vec_type max (vec_type a, vec_type b)最大值
vec_type clamp (vec_type x, vec_type min, vec_type max)Clamp to min..max
float mix (float a, float b, float c)Linear interpolate
vec_type mix (vec_type a, vec_type b, float c)Linear interpolate (scalar coefficient)
vec_type mix (vec_type a, vec_type b, vec_type c)Linear interpolate (vector coefficient)
vec_type mix (vec_type a, vec_type b, bvec_type c)Linear interpolate (boolean-vector selection)
vec_type step (vec_type a, vec_type b)b[i] < a[i] ? 0.0 : 1.0
vec_type step (float a, vec_type b)b[i] < a ? 0.0 : 1.0
vec_type smoothstep (vec_type a, vec_type b, vec_type c)Hermite interpolate
vec_type smoothstep (float a, float b, vec_type c)Hermite interpolate
bvec_type isnan (vec_type x)Returns true if scalar or vector component is NaN
bvec_type isinf (vec_type x)Returns true if scalar or vector component is INF
ivec_type floatBitsToInt (vec_type x)Float-> Int位复制,无转换
uvec_type floatBitsToUint (vec_type x)Float-> UInt位复制,无转换
vec_type intBitsToFloat (ivec_type x)Int-> Float位复制,无转换
vec_type uintBitsToFloat (uvec_type x)UInt->浮点复制,无转换
float length (vec_type x)Vector length
float distance (vec_type a, vec_type b)Distance between vectors i.e length(a - b)
float dot (vec_type a, vec_type b)点乘
vec3 cross (vec3 a, vec3 b)叉乘
vec_type normalize (vec_type x)标准化为单位长度
vec3 reflect (vec3 I, vec3 N)反映
vec3 refract (vec3 I, vec3 N, float eta)折射
vec_type faceforward (vec_type N, vec_type I, vec_type Nref)If dot(Nref, I) < 0, return N, otherwise –N
mat_type matrixCompMult (mat_type x, mat_type y)Matrix component multiplication
mat_type outerProduct (vec_type column, vec_type row)Matrix outer product
mat_type transpose (mat_type m)Transpose matrix
float determinant (mat_type m)Matrix determinant
mat_type inverse (mat_type m)Inverse matrix
bvec_type lessThan (vec_type x, vec_type y)Bool vector comparison on < int/uint/float vectors
bvec_type greaterThan (vec_type x, vec_type y)Bool vector comparison on > int/uint/float vectors
bvec_type lessThanEqual (vec_type x, vec_type y)Bool vector comparison on <= int/uint/float vectors
bvec_type greaterThanEqual (vec_type x, vec_type y)Bool vector comparison on >= int/uint/float vectors
bvec_type equal (vec_type x, vec_type y)Bool vector comparison on == int/uint/float vectors
bvec_type notEqual (vec_type x, vec_type y)Bool vector comparison on != int/uint/float vectors
bool any (bvec_type x)Any component is true
bool all (bvec_type x)All components are true
bvec_type not (bvec_type x)Invert boolean vector
ivec2 textureSize (sampler2D_type s, int lod)Get the size of a 2D texture
ivec3 textureSize (sampler2DArray_type s, int lod)Get the size of a 2D texture array
ivec3 textureSize (sampler3D s, int lod)Get the size of a 3D texture
ivec2 textureSize (samplerCube s, int lod)Get the size of a cubemap texture
vec4_type texture (sampler2D_type s, vec2 uv [, float bias])执行2D纹理读取
vec4_type texture (sampler2DArray_type s, vec3 uv [, float bias])Perform a 2D texture array read
vec4_type texture (sampler3D_type s, vec3 uv [, float bias])Perform a 3D texture read
vec4 texture (samplerCube s, vec3 uv [, float bias])Perform a cubemap texture read
vec4_type textureProj (sampler2D_type s, vec3 uv [, float bias])Perform a 2D texture read with projection
vec4_type textureProj (sampler2D_type s, vec4 uv [, float bias])Perform a 2D texture read with projection
vec4_type textureProj (sampler3D_type s, vec4 uv [, float bias])Perform a 3D texture read with projection
vec4_type textureLod (sampler2D_type s, vec2 uv, float lod)在自定义mipmap上执行2D纹理读取
vec4_type textureLod (sampler2DArray_type s, vec3 uv, float lod)Perform a 2D texture array read at custom mipmap
vec4_type textureLod (sampler3D_type s, vec3 uv, float lod)Perform a 3D texture read at custom mipmap
vec4 textureLod (samplerCube s, vec3 uv, float lod)Perform a 3D texture read at custom mipmap
vec4_type textureProjLod (sampler2D_type s, vec3 uv, float lod)Perform a 2D texture read with projection/LOD
vec4_type textureProjLod (sampler2D_type s, vec4 uv, float lod)Perform a 2D texture read with projection/LOD
vec4_type textureProjLod (sampler3D_type s, vec4 uv, float lod)Perform a 3D texture read with projection/LOD
vec4_type texelFetch (sampler2D_type s, ivec2 uv, int lod)Fetch a single texel using integer coordinates
vec4_type texelFetch (sampler2DArray_type s, ivec3 uv, int lod)Fetch a single texel using integer coordinates
vec4_type texelFetch (sampler3D_type s, ivec3 uv, int lod)Fetch a single texel using integer coordinates
vec_type dFdx (vec_type p)Derivative in x using local differencing
vec_type dFdy (vec_type p)Derivative in y using local differencing
vec_type fwidth (vec_type p)Sum of absolute derivative in x and y