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    180
  • Rank 212,437 (Top 5 %)
  • Language GDScript
  • License
    MIT License
  • Created about 2 years ago
  • Updated 10 months ago

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Repository Details

Visual Shader Nodes Library

GodotVisualShader-Extras 4.0✨

A Visual Shader Node Add-On for the Godot Engine

The icon was kindly supplied by LucyLavend

Provided Nodes

  • Blending Modes (taken from Krita Docs and other sources)
    • Normal
    • Dissolve
    • Screen
    • Overlay
    • Hard Light
    • Soft Light
    • Burn
    • Dodge
    • Lighten
    • Darken
    • Difference
    • Additive
    • AddSub
    • Linear Light
    • Vivid Light
    • Pin Light
    • Hard Mix
    • Exclusion
    • Gamma Illumination
    • Gammma Light
    • Gamma Dark
    • Luminosity
    • Linear Burn
    • Lighter Color
    • Darker Color

Please refer to the documentation of MaterialMaker for explanation about the different blend modes.

  • Shapes (Signed Distance Fields)
    • Box
    • Circle
    • Rounded Box
    • Rotated Box
    • Trapezoid
    • Triangle
    • Rhombus
    • Parallelogram
  • Procedural
    • Checkerboard
    • PSRD Noise 2D
    • PSRD Noise 3D
  • UV
    • UV Twirl
    • UV Flipbook
    • UV Tiler
    • UV Rotate

How to get started

To integrate the Visual Shader nodes library into your poject, copy the VisualShaderExtras folder inside your addons folder. If the addons folder doesn't exist yet, create one. There's no further steps or activation through the project settings necessary.

Why another Visual Shader add-on?

There are already two major Visual Shader add-on solutions. ShaderV is mainly focused on CanvasItem shaders though and Godot-Visual-Shader-Node-Library has run stale.

Furthermore, I have plans to work on another add-on (or perhaps a GDExtension) that will utilize the signed distance shapes Shaders for User Interface Design which would make more custom interfaces possible. This idea is heavily inspired by the awesome Unity asset Shapes by Freya Holmér.

ℹ️ Contributing

You can contribute by:

  • giving feedback
  • reporting issues
  • creating PRs to solve standing issues
  • adding more nodes that you find useful (refer to the Contribution Guidelines)
  • using the library and spreading the word 📰

🔢 Versioning

This branch is only meant to be used with Godot 4.0 and higher