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# Installation
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Hit download as zip button in the git repo. Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
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If you don't immediatly see new nodes under **_Addons_** category, simply reload your project.
# Uninstallation
Delete the contents of **_addons/ShaderLib_** folder from your project. Make sure to delete it using the Godot editor instead of your default file system program.
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# Special Note
Even if you don't use visual shader, you can still use this addon for writing your custom shaders.
For example if you want to rotate UV in your **_.gdshader_** file, you can use `rotate_uv()` of this addon using `#include` keyword as following.
`#include "res://addons/ShaderLib/UV/RotateUV.gdshaderinc"`
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# Available Nodes
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< h2 > Artistic nodes< / h2 >
< h3 >   Adjustment< / h3 >
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< h4 > < a href = "/documentation/Nodes/Artistic/Adjustment/ContrastNode.md" >     Contrast node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Artistic/Adjustment/HueNode.md" >     Hue node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Artistic/Adjustment/ReplaceColorNode.md" >     Replace Color node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Artistic/Adjustment/SaturationNode.md" >     Saturation node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Artistic/Adjustment/WhiteBalanceNode.md" >     White Balance node< / a > < / h4 >
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< h3 >   Mask< / h3 >
< h4 > < a href = "/documentation/Nodes/Artistic/Mask/ColorMaskNode.md" >     Color Mask node< / a > < / h4 >
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< h2 > Geometry nodes< / h2 >
< h4 > < a href = "/documentation/Nodes/Geometry/Mesh.md" >   Mesh node< / a > < / h4 >
< h2 > Maths nodes< / h2 >
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< h3 >   Scalar< / h3 >
< h4 > < a href = "/documentation/Nodes/Maths/Scalar/SmoothMax.md" >     SmoothMax node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Scalar/SmoothMin.md" >     SmoothMin node< / a > < / h4 >
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< h3 >   Vector< / h3 >
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< h3 >     Distance< / h3 >
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< h4 > < a href = "/documentation/Nodes/Maths/Vector/Distance/ChebyshevDistance.md" >       Chebyshev Distance node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Maths/Vector/Distance/ManhattanDistance.md" >       Manhattan Distance node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Maths/Vector/Project.md" >     Project node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Vector/ProjectOnPlane.md" >     Project On Plane node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Vector/VectorTransform.md" >     Vector Transform node< / a > < / h4 >
< h3 >   Wave< / h3 >
< h4 > < a href = "/documentation/Nodes/Maths/Wave/NoiseSineWave.md" >     Noise Sine Wave node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Wave/SawtoothWave.md" >     Sawtooth Wave node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Wave/SquareWave.md" >     Square Wave node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Maths/Wave/TriangleWave.md" >     Triangle Wave node< / a > < / h4 >
< h2 > Procedural nodes< / h2 >
< h4 > < a href = "/documentation/Nodes/Procedural/CheckerBoard.md" >   Checker Board node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Procedural/HeightToNormal.md" >   Height To Normal node< / a > < / h4 >
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< h3 >   Fractals< / h3 >
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< h4 > < a href = "/documentation/Nodes/Procedural/Fractals/KochFractal.md" >     Koch Fractal node< / a > < / h4 >
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< h3 >   Noise< / h3 >
< h4 > < a href = "/documentation/Nodes/Procedural/Noise/GradientNoise.md" >     Gradient Noise node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Procedural/Noise/GyroidNoise.md" >     Gyroid Noise node< / a > < / h4 >
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< h4 > < a href = "/documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md" >     Pseudo Random Noise node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Noise/SimpleNoise.md" >     Simple Noise node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Noise/Voronoi.md" >     Voronoi node< / a > < / h4 >
< h3 >   Shapes< / h3 >
< h4 > < a href = "/documentation/Nodes/Procedural/Shapes/Ellipse.md" >     Ellipse node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Shapes/Polygon.md" >     Polygon node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Shapes/Rectangle.md" >     Rectangle node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Shapes/RoundedPolygon.md" >     Rounded Polygon node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/Procedural/Shapes/RoundedRectangle.md" >     Rounded Rectangle node< / a > < / h4 >
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< h2 > Ray marching nodes< / h2 >
< h4 > < a href = "/documentation/Nodes/RayMarching/RayMarch.md" >   Ray March node< / a > < / h4 >
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< h2 > UV nodes< / h2 >
< h4 > < a href = "/documentation/Nodes/UV/Flipbook.md" >   Flipbook node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/ParallaxMapping.md" >   Parallax Mapping node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/RadialShear.md" >   Radial Shear node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/Rotate.md" >   Rotate node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/Spherize.md" >   Spherize node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/Swirl.md" >   Swirl node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/TilingAndOffset.md" >   Tiling and Offset node< / a > < / h4 >
< h4 > < a href = "/documentation/Nodes/UV/Twirl.md" >   Twirl node< / a > < / h4 >