Get help with shaders and visual effects.
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Here’s a concise overview of the main shader types in Godot 4 (latest version) and their functionalities:
- Spatial Shader (3D)
Used for 3D objects/meshes
Controls lighting, shadows, reflections in 3D space
Has multiple render modes (opaque, transparent, etc.)
Processes vertex, fragment, and lighting calculations - CanvasItem Shader (2D)
Used for 2D nodes (sprites, UI elements)
Processes pixels in screen space
Can modify colors, apply effects to 2D elements
Doesn’t receive 3D lighting - Particle Shader
Specifically for particle systems
Controls particle appearance/behavior over time
Can modify particles in vertex and fragment stages
Works with both CPU and GPU particles - Sky Shader
Creates dynamic sky backgrounds
Generates sky colors based on sun position
Used for procedural skies and skyboxes - Fog Shader
Controls volumetric fog effects
Determines how fog interacts with 3D scenes
Can create height-based or distance-based fog - Post-Processing Shader
Applies screen-space effects
Works on the entire viewport after rendering
Used for effects like bloom, color correction, etc.
Each shader type has specific built-in variables and functions tailored for its purpose. The shader language is based on a modified version of GLSL with Godot-specific enhancements.
PS:
generated by AI; i did checked and modified;