Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
Scanned 9/5/2026
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---
name: godot-shaders
description: >
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D
and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color,
hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use
when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual
effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
---
# Godot Shaders (4.x)
Write `canvas_item` (2D) and `spatial` (3D) shaders in the Godot Shading Language, animate
with `TIME`/`UV`, expose `uniform`s, and read the screen. Targets **Godot 4.7**.
## When to use
- Use when writing `.gdshader` code or a `ShaderMaterial`: 2D effects (outline, dissolve,
flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space
post effects.
**When *not* to use:** the cross-engine *concepts* of shading (UVs, vertex/fragment
theory) → `shader-programming`; particles/VFX nodes → general 3D; non-shader visuals.
## Core workflow
1. **Pick the shader type** on the first line: `shader_type canvas_item;` for 2D
(Sprite2D, TextureRect, anything `CanvasItem`) or `shader_type spatial;` for 3D
materials. (`particles`, `sky`, `fog` also exist.)
2. **Attach via a `ShaderMaterial`.** Create a `ShaderMaterial`, assign your `.gdshader`,
and put it on the node's `material`. Uniforms appear in the Inspector.
3. **Write `fragment()`** to set the output: `COLOR` (2D) or `ALBEDO`/`EMISSION`/`ALPHA`
(3D). Optionally `vertex()` to move geometry and `light()` for custom lighting.
4. **Expose tunables as `uniform`s** with hints (`source_color`, `hint_range`) so they are
editable and correctly color-managed.
5. **Animate with the built-in `TIME`** and sample textures with `texture(tex, UV)`.
6. **Set uniforms from code** with `material.set_shader_parameter("name", value)`.
## Patterns
### 1. 2D (canvas_item): tint + scrolling UV
```glsl
shader_type canvas_item;
uniform vec4 tint : source_color = vec4(1.0); // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;
void fragment() {
vec2 uv = UV;
uv.x += TIME * scroll_speed; // scroll horizontally over time
COLOR = texture(TEXTURE, uv) * tint; // TEXTURE = the node's texture
}
```
### 2. 2D dissolve using a noise threshold
```glsl
shader_type canvas_item;
uniform sampler2D noise : repeat_enable; // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;
void fragment() {
vec4 tex = texture(TEXTURE, UV);
float n = texture(noise, UV).r;
if (n < amount) {
discard; // cut the pixel away
}
COLOR = tex;
}
```
### 3. 3D (spatial): emissive rim light
```glsl
shader_type spatial;
uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;
void fragment() {
ALBEDO = base_color.rgb;
// VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
EMISSION = rim_color * rim;
}
```
### 4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)
```glsl
shader_type canvas_item;
// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;
void fragment() {
vec2 px = SCREEN_PIXEL_SIZE * blur;
vec4 c = texture(screen_tex, SCREEN_UV);
c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
COLOR = c / 3.0;
}
```
Set a uniform from GDScript:
```gdscript
$Sprite2D.material.set_shader_parameter("amount", 0.7)
```
## Pitfalls
- **3.x → 4.x renames.** `SCREEN_TEXTURE` is removed — declare
`uniform sampler2D x : hint_screen_texture;` and sample with `SCREEN_UV`. Color hints
`hint_color`→`source_color`; `hint_albedo`/`hint_white`→`source_color`;
`hint_range` stays. Depth/normal use `hint_depth_texture` / `hint_normal_roughness_texture`.
- **Wrong output variable.** In `canvas_item` write `COLOR`; in `spatial` write `ALBEDO`
(and `EMISSION`, `ALPHA`, `ROUGHNESS`, `METALLIC`). Writing `COLOR` in a spatial shader
does nothing.
- **Color uniforms without `source_color`** are treated as raw linear values and look
wrong (washed/dark) because Godot won't sRGB-convert them.
- **Transparency needs opt-in (3D).** For `ALPHA < 1.0` to blend, add a render mode or set
the material transparency; otherwise it's opaque/cut.
- **Sampling outside [0,1] UV** without `repeat_enable` clamps. Add `: repeat_enable` to
the sampler uniform for tiling/scroll.
- **`TIME` is seconds since start** and keeps growing — wrap with `fract()`/`mod()` for
periodic effects to avoid precision drift.
- **`discard` is costly** on some hardware and breaks early-Z; prefer setting `ALPHA`/
`COLOR.a` when you can.
## References
- For built-in variables per shader type, render modes, `varying`, custom `light()`,
`vertex()` displacement, and the visual shader graph, read
`references/shading-language.md`.
## Related skills
- `shader-programming` — engine-agnostic shader concepts (GLSL/HLSL).
- `godot-3d-essentials` — materials, environment, and where spatial shaders live.
- `godot-ui-control` — applying shaders to UI for effects.
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