Shaders in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs.
Related skills: animation-system for shader-driven effects like hit flash, godot-optimization for shader performance considerations, camera-system for post-processing camera effects, 2d-essentials for 2D lighting, pixel-art shaders, and CanvasTexture normal maps, 3d-essentials for spatial shaders and environment materials, particles-vfx for custom particle shaders, tween-animation for animating shader parameters at runtime.
1. Core Concepts
Shader Types
| Shader Type | Applied To | Use For |
|---|
canvas_item | 2D nodes (Sprite2D, Control, etc.) | 2D effects — outlines, dissolve, color swap |
spatial | 3D meshes (MeshInstance3D) | 3D materials — water, terrain, toon shading |
particles | GPUParticles2D/3D | Custom particle behavior |
sky | WorldEnvironment | Procedural sky rendering |
fog | FogVolume | Volumetric fog effects |
Shader vs ShaderMaterial
Shader (.gdshader) → The code (GLSL-like language)
ShaderMaterial → Instance of a shader with specific uniform values
CanvasItemMaterial / StandardMaterial3D → Built-in materials (no code needed)
Multiple nodes can share the same Shader but have different ShaderMaterial instances with different uniform values (e.g., same dissolve shader but different dissolve progress per enemy).
Creating a Shader
- Select a node (e.g., Sprite2D)
- In Inspector → Material → New ShaderMaterial
- On the ShaderMaterial → Shader → New Shader
- Edit the
.gdshader file in the built-in editor
Or create a .gdshader file directly in the FileSystem dock.
2. Godot Shader Language Basics
Godot uses a GLSL ES 3.0-like language with Godot-specific additions.
Minimal Canvas Item Shader
shader_type canvas_item;
void fragment() {
// COLOR is the output pixel color
// TEXTURE is the sprite's texture
// UV is the texture coordinate (0,0 top-left to 1,1 bottom-right)
vec4 tex = texture(TEXTURE, UV);
COLOR = tex;
}
Minimal Spatial Shader
shader_type spatial;
void fragment() {
// ALBEDO is the base color (vec3)
ALBEDO = vec3(0.8, 0.2, 0.2);
}
Built-in Variables (canvas_item)
| Variable | Type | Description |
|---|
UV | vec2 | Texture coordinates |
COLOR | vec4 | Output color (set this in fragment()) |
TEXTURE | sampler2D | The node's texture |
VERTEX | vec2 | Vertex position (in vertex()) |
TIME | float | Elapsed time in seconds |
SCREEN_UV | vec2 | Screen-space UV (for screen effects) |
SCREEN_TEXTURE was removed in Godot 4.0. To read the screen, declare a uniform: uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
Built-in Variables (spatial)
| Variable | Type | Description |
|---|
ALBEDO | vec3 | Base surface color |
METALLIC | float | Metallic value (0.0–1.0) |
ROUGHNESS | float | Roughness value (0.0–1.0) |
NORMAL | vec3 | Surface normal (for normal mapping) |
EMISSION | vec3 | Emissive color |
ALPHA | float | Transparency (writing it moves the material to the transparent pass) |
VERTEX | vec3 | Vertex position (in vertex()) |
Uniforms (Shader Parameters)
Uniforms expose shader values to the Inspector and code.
shader_type canvas_item;
uniform float speed : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform vec4 tint_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D noise_texture : filter_linear_mipmap;
void fragment() {
vec4 tex = texture(TEXTURE, UV);
COLOR = tex * tint_color;
}
Common Uniform Hints
| Hint | Type | Description |
|---|
hint_range(min, max, step) | float/int | Slider in Inspector |
source_color | vec4 | Color picker in Inspector |
filter_linear_mipmap | sampler2D | Texture filtering mode |
repeat_enable | sampler2D | Allow texture tiling |
hint_normal | sampler2D | Treat as normal map |
Setting Uniforms from Code
GDScript
var mat: ShaderMaterial = $Sprite2D.material
mat.set_shader_parameter("speed", 2.0)
mat.set_shader_parameter("tint_color", Color.RED)
C#
var mat = GetNode<Sprite2D>("Sprite2D").Material as ShaderMaterial;
mat.SetShaderParameter("speed", 2.0f);
mat.SetShaderParameter("tint_color", Colors.Red);
3. Common 2D Shader Recipes
The canvas_item recipes most projects need: dissolve (noise + edge glow), outline (sample neighbors, expand alpha), flash-white (uniform-driven hit effect), color swap (palette shift), scrolling UV (water/lava/clouds), wave distortion.
See references/2d-shader-recipes.md for complete shader code for all six recipes.
4. Common 3D Shader Recipes
Spatial-shader recipes: toon/cel shading (banded NdotL), rim lighting / Fresnel (1 - NdotV), simple water surface (UV scroll + normal-map blend + Fresnel).
See references/3d-shader-recipes.md for the full shader source for each recipe.
5. Visual Shaders
Visual shaders are a node-based graph editor (New ShaderMaterial → New VisualShader). Use them for quick prototypes, artist-tweakable values, and simple effects; use code for complex math, branching, or loops. Both compile to the same GPU code, so performance is identical.
See references/visual-shaders.md for the choice table, steps, key nodes, and 4.7 node changes.
6. Post-Processing Effects
The standard pattern: full-rect ColorRect with a canvas_item shader on top of the gameplay canvas. For 3D, use a WorldEnvironment Adjustment, Glow, or custom shader. For chained effects, render the world to a SubViewport then sample its texture in a final shader pass.
See references/post-processing.md for the ColorRect overlay pattern, vignette + CRT/scanline shader source, the SubViewport pipeline, and WorldEnvironment 3D post-processing notes.
7. Compositor Effects (Godot 4.3+)
CompositorEffect runs custom render passes at five points in the 3D render pipeline, from before the opaque pass to after the transparent pass — all before the built-in post effects and tonemapping. Use when ColorRect overlays aren't enough — multi-pass effects, depth-aware effects, custom AO/SSR variants. Heavier setup than a screen-space shader; reach for it only when needed.
See references/compositor-effects.md for setup, a custom CompositorEffect GDScript example, and built-in Compositor use cases.
8. Render Modes
Render modes go on the first line after shader_type and control how the shader interacts with the rendering pipeline.
Canvas Item Render Modes
shader_type canvas_item;
render_mode unshaded; // Ignore all lighting
render_mode light_only; // Only visible where lit
render_mode blend_add; // Additive blending (glow, fire)
render_mode blend_mix; // Standard alpha blending (default)
render_mode blend_premul_alpha; // Pre-multiplied alpha
Spatial Render Modes
shader_type spatial;
render_mode unshaded; // No lighting calculations
render_mode cull_disabled; // Render both sides of faces
render_mode depth_draw_always; // Always write to depth buffer
render_mode specular_toon; // Toon specular model
render_mode diffuse_toon; // Toon diffuse model
render_mode blend_add; // Additive blending
9. Stencil Buffer Effects (Godot 4.5+)
Godot 4.5 exposes stencil write/read in spatial shaders via the stencil_mode statement (stencil_mode write, 1; / stencil_mode read, compare_equal, 1;) and on StandardMaterial3D (Stencil: Outline / X-Ray / Custom), across all rendering backends. canvas_item shaders have no stencil modes. Enables portals, X-ray vision, outline masks, and holes-in-geometry effects that previously required compositor-level work.
See references/stencil-buffer.md for the stencil_mode reference and the X-ray vision portal worked example.
10. SMAA Antialiasing (Godot 4.5+)
Sub-pixel Morphological Antialiasing (SMAA 1x) is a built-in post-processing AA mode added in Godot 4.5. It produces clearer results than FXAA at a slightly higher performance cost, and is much cheaper than MSAA.
Enabling SMAA
- Open Project Settings
- Navigate to Rendering → Anti Aliasing → Quality
- Set Screen Space AA to SMAA
SMAA can be combined with MSAA (for geometry edge aliasing) or used standalone. It does not require any shader code changes.
| AA Mode | Sharpness | GPU cost | Ghosting |
|---|
| Disabled | N/A | None | None |
| FXAA | Low (blurry) | Very low | Low |
| SMAA | High | Low (slightly above FXAA) | Very low |
| TAA | Medium (slight blur) | Medium | Possible |
| MSAA 4x | High | High | None |
When to use SMAA: Prefer SMAA over FXAA for most desktop projects — it delivers noticeably sharper text and thin edges for a slightly higher cost. Combine SMAA + MSAA 2x for best quality at moderate cost.
The project setting is read at startup only. To switch at runtime set get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_SMAA (C#: GetViewport().ScreenSpaceAA = Viewport.ScreenSpaceAAEnum.Smaa). Forward+ and Mobile only — not Compatibility.
11. Shader Baker — Export-time Pre-compilation (Godot 4.5+)
The Shader Baker converts project shaders to the target driver's format at export time, which shortens first-launch load — most on macOS/iOS (Metal) and Windows (D3D12), where that conversion is slow. It does not remove pipeline-compilation stutter the first time a material renders, works only on the Forward+ and Mobile renderers, and bakes only for drivers the exporting machine's OS supports. Enable it per export preset for release builds; leave it off for development.
See references/shader-baker.md for enabling steps and the with/without comparison.
12. Common Pitfalls
| Symptom | Cause | Fix |
|---|
| Shader has no visible effect | Material not assigned or shader not saved | Check node's Material property in Inspector |
| Transparent parts render as black | Alpha not handled in shader | Set COLOR.a = tex.a; and use appropriate blend mode |
| Uniform doesn't appear in Inspector | Typo in uniform name or wrong type | Re-save the shader; check for compilation errors |
| Texture appears stretched/tiled | Missing repeat_enable or wrong UV scale | Add repeat_enable hint to sampler2D uniform |
| Shader works in editor but not in game | Screen texture uniform needs backbuffer | Use hint_screen_texture on a sampler2D uniform (Godot 4.x) |
| Performance drops with many shaders | Each unique shader = draw call break | Share ShaderMaterial instances; use uniforms for variation |
| Screen-space UV is wrong | SCREEN_UV not available in some contexts | Ensure the node is rendered in the correct viewport |
| Visual shader node missing | Node was renamed or removed in newer Godot version | Check Godot docs for the current node name |
⚠️ Changed in Godot 4.7: textureQueryLod() is available only in the fragment shader, and Godot 4.7 enforces this with a compile error — shaders calling it from vertex() stop compiling after upgrading. Move the call into fragment(). See GH-118962.
13. Implementation Checklist