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Godot-Shader-Lib/documentation/Documentation.md

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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>&emsp;Adjustment</h3>
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/ContrastNode.md">&emsp;&emsp;Contrast node</a></h4>
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/HueNode.md">&emsp;&emsp;Hue node</a></h4>
<h4><a href="/documentation/Nodes/Artistic/Adjustment/ReplaceColorNode.md">&emsp;&emsp;Replace Color node</a></h4>
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/SaturationNode.md">&emsp;&emsp;Saturation node</a></h4>
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/WhiteBalanceNode.md">&emsp;&emsp;White Balance node</a></h4>
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<h3>&emsp;Mask</h3>
<h4><a href="/documentation/Nodes/Artistic/Mask/ColorMaskNode.md">&emsp;&emsp;Color Mask node</a></h4>
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<h2>Geometry nodes</h2>
<h4><a href="/documentation/Nodes/Geometry/Mesh.md">&emsp;Mesh node</a></h4>
<h2>Maths nodes</h2>
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<h3>&emsp;Scalar</h3>
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMax.md">&emsp;&emsp;SmoothMax node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMin.md">&emsp;&emsp;SmoothMin node</a></h4>
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<h3>&emsp;Vector</h3>
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<h3>&emsp;&emsp;Distance</h3>
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<h4><a href="/documentation/Nodes/Maths/Vector/Distance/ChebyshevDistance.md">&emsp;&emsp;&emsp;Chebyshev Distance node</a></h4>
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<h4><a href="/documentation/Nodes/Maths/Vector/Distance/ManhattanDistance.md">&emsp;&emsp;&emsp;Manhattan Distance node</a></h4>
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<h4><a href="/documentation/Nodes/Maths/Vector/Project.md">&emsp;&emsp;Project node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Vector/ProjectOnPlane.md">&emsp;&emsp;Project On Plane node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Vector/VectorTransform.md">&emsp;&emsp;Vector Transform node</a></h4>
<h3>&emsp;Wave</h3>
<h4><a href="/documentation/Nodes/Maths/Wave/NoiseSineWave.md">&emsp;&emsp;Noise Sine Wave node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Wave/SawtoothWave.md">&emsp;&emsp;Sawtooth Wave node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Wave/SquareWave.md">&emsp;&emsp;Square Wave node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Wave/TriangleWave.md">&emsp;&emsp;Triangle Wave node</a></h4>
<h2>Procedural nodes</h2>
<h4><a href="/documentation/Nodes/Procedural/CheckerBoard.md">&emsp;Checker Board node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/HeightToNormal.md">&emsp;Height To Normal node</a></h4>
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<h3>&emsp;Fractals</h3>
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<h4><a href="/documentation/Nodes/Procedural/Fractals/KochFractal.md">&emsp;&emsp;Koch Fractal node</a></h4>
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<h3>&emsp;Noise</h3>
<h4><a href="/documentation/Nodes/Procedural/Noise/GradientNoise.md">&emsp;&emsp;Gradient Noise node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Noise/GyroidNoise.md">&emsp;&emsp;Gyroid Noise node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Noise/PseudoRandomNoise.md">&emsp;&emsp;Pseudo Random Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/SimpleNoise.md">&emsp;&emsp;Simple Noise node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Noise/Voronoi.md">&emsp;&emsp;Voronoi node</a></h4>
<h3>&emsp;Shapes</h3>
<h4><a href="/documentation/Nodes/Procedural/Shapes/Ellipse.md">&emsp;&emsp;Ellipse node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Shapes/Polygon.md">&emsp;&emsp;Polygon node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Shapes/Rectangle.md">&emsp;&emsp;Rectangle node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Shapes/RoundedPolygon.md">&emsp;&emsp;Rounded Polygon node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/Shapes/RoundedRectangle.md">&emsp;&emsp;Rounded Rectangle node</a></h4>
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<h2>Ray marching nodes</h2>
<h4><a href="/documentation/Nodes/RayMarching/RayMarch.md">&emsp;Ray March node</a></h4>
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<h2>UV nodes</h2>
<h4><a href="/documentation/Nodes/UV/Flipbook.md">&emsp;Flipbook node</a></h4>
<h4><a href="/documentation/Nodes/UV/ParallaxMapping.md">&emsp;Parallax Mapping node</a></h4>
<h4><a href="/documentation/Nodes/UV/RadialShear.md">&emsp;Radial Shear node</a></h4>
<h4><a href="/documentation/Nodes/UV/Rotate.md">&emsp;Rotate node</a></h4>
<h4><a href="/documentation/Nodes/UV/Spherize.md">&emsp;Spherize node</a></h4>
<h4><a href="/documentation/Nodes/UV/Swirl.md">&emsp;Swirl node</a></h4>
<h4><a href="/documentation/Nodes/UV/TilingAndOffset.md">&emsp;Tiling and Offset node</a></h4>
<h4><a href="/documentation/Nodes/UV/Twirl.md">&emsp;Twirl node</a></h4>