👉 3.x
Adds many premade 2D effects (such as noises, blur, emboss, zoom, custom shapes, etc.) to build-in VisualShader editor.
You can find basic usage examples in the addons/shaderV/examples folder. Note that plugin can work freely without examples folder, so this folder can be deleted.
Copy the contents of addons/shaderV into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standart visual shader nodes.
- Blur nodes:
- BlurBasic - Basic 8-directional blur with 9 samples
- BlurCustom - Custom 8-directional blur with ([amount]*2+1)^2 samples
- ZoomBlur
- Shapes generation:
- CheckerboardShape - Creates checkerboard pattern
- CircleShape - Circle creation with adjusted position, scale, inner/outer radius, hardness and color
- CircleShape2 - Circle creation with adjusted position, scale, radius inner/outer width, and color
- RegularPolygonShape - Regular N-gon with 3+ sides
- SpiralShape - Spiral creation with adjusted position, size, lines amount, softness, speed and color
- GridShape - Creates 2D grid
- ScanLinesSharpShape - Sharp moving scanlines
- RandomStripesShape - Random horizontal lines creation
- Glow:
- InnerGlow - Adds inner glow to color
- OuterGlow - Adds outer glow to color
- InnerGlowEmpty - Same as InnerGlow but without original texture (only contours)
- OuterGlowEmpty - Same as OuterGlow but without original texture (only contours)
- GlowEmpty - Combination of InnerGlowEmpty and OuterGlowEmpty
- Noise:
- Fractal noise:
- FractalGenericNoise2D - Fractal GenericNoise using hash random function
- FractalPerlinNoise2D/3D/4D - Fractal 2D/3D/4D Perlin Noise
- FractalSimplexNoise2D/3D/4D - Fractal 2D/3D/4D Simplex Noise
- FractalWorleyNoise2D/3D - Fractal 2D/3D Worley (Voronoi) Noise
- GenericNoise2D - GenericNoise using hash random function
- PerlinNoise2D - Classic 2d perlin noise with ability to set period
- PerlinNoise3D - Classic 3d perlin noise
- PerlinPeriodicNoise3D - Classic 3d perlin noise with ability to set period
- PerlinNoise4D - Classic 4d perlin noise
- SimplexNoise2D/3D/4D - 2D/3D/4D simplex noise
- WorleyNoise2D/2x2/2x2x2/3D - 2D/2x2/2x2x2/3D worley noise
- BCSAdjustment - Full analog of BCS adjustment of environment in Godot
- BlackAndWhite - Turns color to black and white
- BlendAwithB - Blends colors basing on fade
- Bloom
- ChromaticAberration - Basic Chromatic Aberration with red and blue channels offset
- ClampAlphaBorder - Clamp alpha to border vec4(0, 0, 1, 1) UV
- ColorCorrectionAdjustment - Full analog of color correction adjustment of environment in Godot
- Emboss - Emboss filter
- FireFX - 3-step fire based on perling noise
- Gradient4Corners - Generates gradient based on corners colors
- GradientMapping - Remaps colors based on average color value using [gradient]
- GrayscalePlus - Improved grayscale with gray factor
- Hue - Outputs an RGB color given a HUE
- InverseColor - Inverse color basing on intensity
- MaskAlpha - Color masking based on mask alpha
- NormalFromHeightmap - Create normal map from heightmap texture. You should provide actual size of heightmap (in pixels).
- Posterize - Rounds values based on the value coming through [steps]
- ShiftHSV - Changes hue, saturation and value of input color.
- ShineFX - Adds shine effect in form of line
- SobelEdge - Sobel edge filter. Returns detected edges as scalar.
- TintRGBA - Tints RGBA with tint color (same as modulate property in editor)
- Tonemap
- TurnCGA4Palette - Swaps color to CGA 4-color palette
- TurnGameBoyPalette - Swaps color to GameBoy palette
- Animated:
- DistortionUVAnimated - Animated wave-like UV distortion
- DoodleUV - Doodle UV effect
- RotateUVAnimated - Animated UV rotation by angle in radians relative to pivot point
- SwirlUV - Swirl UV effect
- TilingAndOffsetUVAnimated - Animated UV tiling with given [offset] speed
- DistortionUV - Wave-like UV distortion
- FlipUV - Flip UV horizontal and/or vertical
- LensDistortionUV - Lens distortion effect.
- PixelateUV - Pixelate UV by size factor
- RotateUV - Rotate UV by angle in radians relative to pivot vector
- ScaleUV - Scale UV relative to pivot point
- SphericalUV - Makes UV look like a sphere. Can be used to make 2d planets
- TileUV - Tile UV can be used to get UV position of tile within a tilemap
- TilingAndOffsetUV - Tiles UV with given offset
- TransformUV - Performs offset, scale and rotation of UV with custom pivots. Rotation is set in radians.
- TwirlUV - Twirl UV by value relative to pivot point
- Random:
- HashRandom1d - Hash func with scalar input and scalar output
- HashRandom2d - Hash func with vector input and scalar output
- HashRandom2dVec - Hash func with vector input and vector output
- RandomFloat - Returns random float based on input value. UV is default input value.
- RandomFloatImproved - Improved version of classic random function. Classic random can produce artifacts. This one - doesn't.
- RandomGoldRatio - Random float based on golden ratio
- RandomFloat4D - Returns random float value based on 4D input vector
- Coordinates transformation:
- CartesianToPolar - Cartesian (x, y) -> Polar (r, theta). By default (x, y) is UV
- CartesianToSpherical - Cartesian (x, y, z) -> Spherical (r, theta, phi). By default (x, y, z) is UV
- PolarToCartesian - Polar (r, theta) -> Cartesian (x, y)
- SphericalToCartesian - Spherical (r, theta, phi) -> Cartesian (x, y, z)
- ScaledTIME - Returns [scale] * TIME
- Relay - Outputs its input, may be useful for organizing node connections. Works with booleans, vectors and scalars. Also can be used as preview node
- Remap - Remaps input value from ( [inMin], [inMax] ) range to ( [outMin], [outMax] ). UV is default input value.
- SinTIME - Returns [amplitude] * sin([speed] * TIME)
- vec2Compose - Makes 2d vector from length and angle (in radians)