CanvasItem shaders

CanvasItem shaders are used to draw all 2D elements in Godot. These include all nodes that inherit from CanvasItems, and all GUI elements.

CanvasItem shaders contain less built-in variables and functionality than Spatial shaders, but they maintain the same basic structure with vertex, fragment, and light processor functions.

Render modes

Render modeDescription
blend_mixMix blend mode (alpha is transparency), default.
blend_addAdditive blend mode.
blend_subSubtractive blend mode.
blend_mulMultiplicative blend mode.
blend_premul_alphaPre-multiplied alpha blend mode.
blend_disabledDisable blending, values (including alpha) are written as-is.
unshadedResult is just albedo. No lighting/shading happens in material.
light_onlyOnly draw on light pass.
skip_vertex_transformVERTEX/NORMAL/etc need to be transformed manually in vertex function.

Vertex built-ins

Values marked as “in” are read-only. Values marked as “out” are for optional writing and will not necessarily contain sensible values. Values marked as “inout” provide a sensible default value, and can optionally be written to. Samplers are not subjects of writing and they are not marked.

Vertex data (VERTEX) is presented in local space (pixel coordinates, relative to the camera). If not written to, these values will not be modified and be passed through as they came.

The user can disable the built-in modelview transform (projection will still happen later) and do it manually with the following code:

  1. shader_type canvas_item;
  2. render_mode skip_vertex_transform;
  3. void vertex() {
  4. VERTEX = (EXTRA_MATRIX * (WORLD_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
  5. }

Note

WORLD_MATRIX is actually a modelview matrix. It takes input in local space and transforms it into view space.

In order to get the world space coordinates of a vertex, you have to pass in a custom uniform like so:

  1. material.set_shader_param("global_transform", get_global_transform())

Then, in your vertex shader:

  1. uniform mat4 global_transform;
  2. varying vec2 world_position;
  3. void vertex(){
  4. world_position = (global_transform * vec4(VERTEX, 0.0, 1.0)).xy;
  5. }

world_position can then be used in either the vertex or fragment functions.

Other built-ins, such as UV and COLOR, are also passed through to the fragment function if not modified.

For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information is usually:

  • x: Rotation angle in radians.
  • y: Phase during lifetime (0 to 1).
  • z: Animation frame.
Built-inDescription
in mat4 WORLD_MATRIXImage space to view space transform.
in mat4 EXTRA_MATRIXExtra transform.
in mat4 PROJECTION_MATRIXView space to clip space transform.
in float TIMEGlobal time, in seconds.
in vec4 INSTANCE_CUSTOMInstance custom data.
in bool AT_LIGHT_PASSTrue if this is a light pass.
inout vec2 VERTEXVertex, in image space.
in vec2 TEXTURE_PIXEL_SIZENormalized pixel size of default 2D texture. For a Sprite with a texture of size 64x32px, TEXTURE_PIXEL_SIZE = vec2(1/64, 1/32)
inout vec2 UVUV.
inout vec4 COLORColor from vertex primitive.
inout float POINT_SIZEPoint size for point drawing.

Fragment built-ins

Certain Nodes (for example, Sprites) display a texture by default. However, when a custom fragment function is attached to these nodes, the texture lookup needs to be done manually. Godot does not provide the texture color in the COLOR built-in variable; to read the texture color for such nodes, use:

  1. COLOR = texture(TEXTURE, UV);

This differs from the behaviour of the built-in normal map. If a normal map is attached, Godot uses it by default and assigns its value to the built-in NORMAL variable. If you are using a normal map meant for use in 3D, it will appear inverted. In order to use it in your shader, you must assign it to the NORMALMAP property. Godot will handle converting it for use in 2D and overwriting NORMAL.

  1. NORMALMAP = texture(NORMAL_TEXTURE, UV).rgb;
Built-inDescription
in vec4 FRAGCOORDCoordinate of pixel center. In screen space. xy specifies position in window, z specifies fragment depth if DEPTH is not used. Origin is lower-left.
inout vec3 NORMALNormal read from NORMAL_TEXTURE. Writable.
out vec3 NORMALMAPConfigures normal maps meant for 3D for use in 2D. If used, overwrites NORMAL.
inout float NORMALMAP_DEPTHNormalmap depth for scaling.
in vec2 UVUV from vertex function.
inout vec4 COLORColor from vertex function and output fragment color. If unused, will be set to TEXTURE color.
in sampler2D TEXTUREDefault 2D texture.
in sampler2D NORMAL_TEXTUREDefault 2D normal texture.
in vec2 TEXTURE_PIXEL_SIZENormalized pixel size of default 2D texture. For a Sprite with a texture of size 64x32px, TEXTURE_PIXEL_SIZE = vec2(1/64, 1/32)
in vec2 SCREEN_UVScreen UV for use with SCREEN_TEXTURE.
in vec2 SCREEN_PIXEL_SIZESize of individual pixels. Equal to inverse of resolution.
in vec2 POINT_COORDCoordinate for drawing points.
in float TIMEGlobal time in seconds.
in bool AT_LIGHT_PASSTrue if this is a light pass.
in sampler2D SCREEN_TEXTUREScreen texture, mipmaps contain gaussian blurred versions.

Light built-ins

Light processor functions work differently in 2D than they do in 3D. In CanvasItem shaders, the shader is called once for the object being drawn, and then once for each light touching that object in the scene. Use render_mode unshaded if you do not want any light passes to occur for that object. Use render_mode light_only if you only want light passes to occur for that object; this can be useful when you only want the object visible where it is covered by light.

When the shader is on a light pass, the AT_LIGHT_PASS variable will be true.

Built-inDescription
in vec4 FRAGCOORDCoordinate of pixel center. In screen space. xy specifies position in window, z specifies fragment depth if DEPTH is not used. Origin is lower-left.
in vec3 NORMALInput Normal. Although this value is passed in, normal calculation still happens outside of this function.
in vec2 UVUV from vertex function, equivalent to the UV in the fragment function.
in vec4 COLORInput Color. This is the output of the fragment function with final modulation applied.
sampler2D TEXTURECurrent texture in use for CanvasItem.
in vec2 TEXTURE_PIXEL_SIZENormalized pixel size of default 2D texture. For a Sprite with a texture of size 64x32px, TEXTURE_PIXEL_SIZE = vec2(1/64, 1/32)
in vec2 SCREEN_UVSCREEN_TEXTURE Coordinate (for using with screen texture).
in vec2 POINT_COORDUV for Point Sprite.
in float TIMEGlobal time in seconds.
inout vec2 LIGHT_VECVector from light to fragment, can be modified to alter shadow computation.
inout float LIGHT_HEIGHTHeight of Light. Only effective when normals are used.
inout vec4 LIGHT_COLORColor of Light.
in vec2 LIGHT_UVUV for Light texture.
out vec4 SHADOW_COLORShadow Color of Light.
inout vec4 LIGHTValue from the Light texture and output color. Can be modified. If not used, the light function is ignored.