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Godot Shader Development

by @thb32133451

Godot 4.x shader development guide covering visual effects, materials, particle shaders, and optimization. Use when creating custom shaders, visual effects,...

Versionv1.0.0
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clawhub install godot-shader

📖 About This Skill


name: godot-shader description: Godot 4.x shader development guide covering visual effects, materials, particle shaders, and optimization. Use when creating custom shaders, visual effects, post-processing, or optimizing rendering performance in Godot games. Includes shader templates and common effects.

Godot 着色器开发指南

着色器基础

着色器类型

Spatial (3D):
  - 3D 模型材质
  - 光照和阴影
  - 后处理效果

CanvasItem (2D): - 2D 精灵效果 - UI 特效 - 粒子系统

Particles: - GPU 粒子 - 高性能粒子效果

基本结构

shader_type canvas_item;

// 顶点着色器(可选) void vertex() { VERTEX += vec2(sin(TIME), cos(TIME)); }

// 片段着色器 void fragment() { COLOR = texture(TEXTURE, UV); }

常用 2D 效果

1. 发光效果

shader_type canvas_item;

uniform float glow_intensity : hint_range(0, 10) = 2.0; uniform vec4 glow_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);

void fragment() { vec4 tex_color = texture(TEXTURE, UV); // 边缘检测 vec2 size = TEXTURE_PIXEL_SIZE; float alpha = 0.0; alpha += texture(TEXTURE, UV + vec2(0.0, -size.y)).a; alpha += texture(TEXTURE, UV + vec2(0.0, size.y)).a; alpha += texture(TEXTURE, UV + vec2(-size.x, 0.0)).a; alpha += texture(TEXTURE, UV + vec2(size.x, 0.0)).a; alpha = max(0.0, alpha - tex_color.a * 4.0); COLOR = tex_color + glow_color * alpha * glow_intensity; }

2. 波纹扭曲

shader_type canvas_item;

uniform float wave_amplitude = 10.0; uniform float wave_frequency = 5.0; uniform float wave_speed = 2.0;

void fragment() { vec2 distorted_uv = UV; distorted_uv.x += sin(UV.y * wave_frequency + TIME * wave_speed) * wave_amplitude * 0.01; distorted_uv.y += cos(UV.x * wave_frequency + TIME * wave_speed) * wave_amplitude * 0.01; COLOR = texture(TEXTURE, distorted_uv); }

3. 颜色替换

shader_type canvas_item;

uniform vec4 old_color : source_color = vec4(1.0, 0.0, 0.0, 1.0); uniform vec4 new_color : source_color = vec4(0.0, 1.0, 0.0, 1.0); uniform float tolerance : hint_range(0, 1) = 0.1;

void fragment() { vec4 tex_color = texture(TEXTURE, UV); float dist = distance(tex_color.rgb, old_color.rgb); if (dist < tolerance) { COLOR = vec4(new_color.rgb, tex_color.a); } else { COLOR = tex_color; } }

4. 溶解效果

shader_type canvas_item;

uniform float dissolve_amount : hint_range(0, 1) = 0.5; uniform sampler2D noise_texture; uniform vec4 edge_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);

void fragment() { vec4 tex_color = texture(TEXTURE, UV); float noise = texture(noise_texture, UV).r; if (noise < dissolve_amount) { discard; // 完全透明 } else if (noise < dissolve_amount + 0.1) { COLOR = edge_color; // 边缘发光 } else { COLOR = tex_color; } }

5. 精灵闪烁

shader_type canvas_item;

uniform float flash_speed = 5.0; uniform float flash_intensity : hint_range(0, 1) = 0.5;

void fragment() { vec4 tex_color = texture(TEXTURE, UV); float flash = sin(TIME * flash_speed) * 0.5 + 0.5; tex_color.rgb += vec3(flash * flash_intensity); COLOR = tex_color; }

3D 着色器

PBR 材质

shader_type spatial;

uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform float metallic : hint_range(0, 1) = 0.0; uniform float roughness : hint_range(0, 1) = 0.5; uniform sampler2D albedo_texture; uniform sampler2D normal_texture;

void fragment() { ALBEDO = albedo.rgb * texture(albedo_texture, UV).rgb; METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = texture(normal_texture, UV).rgb; }

全息效果

shader_type spatial;

uniform float scanline_speed = 2.0; uniform float scanline_frequency = 50.0; uniform vec4 hologram_color : source_color = vec4(0.0, 1.0, 1.0, 1.0);

void fragment() { // 扫描线 float scanline = sin(UV.y * scanline_frequency + TIME * scanline_speed); scanline = smoothstep(0.0, 0.5, scanline); // 边缘发光 float fresnel = pow(1.0 - dot(NORMAL, VIEW), 3.0); ALBEDO = hologram_color.rgb; ALPHA = (scanline * 0.3 + 0.7) * (fresnel + 0.3); EMISSION = hologram_color.rgb * fresnel * 2.0; }

水面效果

shader_type spatial;

uniform float wave_speed = 1.0; uniform float wave_height = 0.5; uniform sampler2D normal_map1; uniform sampler2D normal_map2;

void vertex() { VERTEX.y += sin(VERTEX.x * 2.0 + TIME * wave_speed) * wave_height; VERTEX.y += cos(VERTEX.z * 2.0 + TIME * wave_speed * 0.8) * wave_height; }

void fragment() { vec2 uv1 = UV * 1.0 + TIME * 0.05; vec2 uv2 = UV * 1.0 - TIME * 0.03; vec3 n1 = texture(normal_map1, uv1).rgb; vec3 n2 = texture(normal_map2, uv2).rgb; NORMAL_MAP = mix(n1, n2, 0.5); ALBEDO = vec3(0.1, 0.4, 0.8); METALLIC = 0.8; ROUGHNESS = 0.2; }

粒子着色器

火焰粒子

shader_type particles;

void start() { // 初始速度向上 VELOCITY = vec3(randf_range(-1.0, 1.0), randf_range(2.0, 5.0), randf_range(-1.0, 1.0)); // 随机大小 float scale = randf_range(0.5, 1.5); TRANSFORM[0][0] *= scale; TRANSFORM[1][1] *= scale; TRANSFORM[2][2] *= scale; // 随机颜色(红到黄) COLOR.r = 1.0; COLOR.g = randf_range(0.0, 1.0); COLOR.b = 0.0; }

void process() { // 逐渐变小 float scale = 1.0 - LIFETIME / LIFETIME; TRANSFORM[0][0] *= scale; TRANSFORM[1][1] *= scale; // 逐渐透明 COLOR.a = 1.0 - LIFETIME / LIFETIME; }

魔法粒子

shader_type particles;

uniform float orbit_radius = 2.0; uniform float orbit_speed = 2.0;

void start() { COLOR = vec4(0.5, 0.0, 1.0, 1.0); // 紫色 TRANSFORM[3].xyz = vec3(0.0, 0.0, 0.0); // 从中心开始 }

void process() { // 环绕运动 float angle = LIFETIME * orbit_speed; TRANSFORM[3].x = cos(angle) * orbit_radius; TRANSFORM[3].z = sin(angle) * orbit_radius; // 闪烁 COLOR.a = sin(LIFETIME * 10.0) * 0.5 + 0.5; }

后处理效果

屏幕抖动

shader_type canvas_item;

uniform float shake_intensity = 5.0; uniform float shake_speed = 10.0;

void fragment() { vec2 shake = vec2( sin(TIME * shake_speed) * shake_intensity, cos(TIME * shake_speed * 1.3) * shake_intensity ) * 0.001; COLOR = texture(TEXTURE, UV + shake); }

暗角效果

shader_type canvas_item;

uniform float vignette_intensity : hint_range(0, 2) = 0.5; uniform float vignette_radius : hint_range(0, 1) = 0.8;

void fragment() { vec4 tex_color = texture(TEXTURE, UV); vec2 center = UV - 0.5; float dist = length(center); float vignette = smoothstep(vignette_radius, 0.0, dist); tex_color.rgb *= mix(1.0 - vignette_intensity, 1.0, vignette); COLOR = tex_color; }

色差效果

shader_type canvas_item;

uniform float aberration_amount = 0.005;

void fragment() { vec2 direction = normalize(UV - 0.5); float r = texture(TEXTURE, UV + direction * aberration_amount).r; float g = texture(TEXTURE, UV).g; float b = texture(TEXTURE, UV - direction * aberration_amount).b; COLOR = vec4(r, g, b, 1.0); }

性能优化

技巧

1. 避免复杂计算:
   - 预计算常量
   - 使用 lowp/mediump 精度
   
2. 减少纹理采样:
   - 合并纹理到图集
   - 使用 mipmaps
   
3. 简化条件分支:
   - 使用 mix() 替代 if
   - 避免动态分支
   
4. 利用 GPU 并行:
   - 向量化计算
   - 避免依赖前一个像素

精度选择

// 低精度(移动端)
uniform lowp vec4 color;

// 中精度(大多数情况) uniform mediump float intensity;

// 高精度(需要精确计算) uniform highp mat4 transform;

调试技巧

可视化法线

void fragment() {
    ALBEDO = NORMAL * 0.5 + 0.5; // 法线可视化
}

可视化 UV

void fragment() {
    ALBEDO = vec3(UV, 0.0); // UV 可视化
}

性能分析

# 使用 Godot 内置分析器
Debugger > Profiler > Start

查看 Draw Calls

Debugger > Monitors > 2D Draw Calls

参考资源

  • 常用效果: references/common-effects.md
  • 优化指南: references/optimization.md
  • 数学函数: references/math-functions.md