# Godot-Shader-Lib
Visual shader node library for Godot engine.
Adds various extra nodes to use in built-in visual shader editor.
# Installation
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.
# 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.
# Nodes documentation
Maths nodes
Wave
Noise Sine Wave node
Returns the sine of the value of input in. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input min max.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|in|Dynamic vector|none|Input value|
|min max|vec2|none|Minimum and Maximum values for noise intensity|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
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Sawtooth Wave node
Returns a sawtooth wave from the value of input in. Resulting output values will be between -1 and 1.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|in|Dynamic vector|none|Input value|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
___
Square Wave node
Returns a square wave from the value of input in. Resulting output values will be between -1 and 1.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|in|Dynamic vector|none|Input value|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
___
Triangle Wave node
Returns a triangle wave from the value of input in. Resulting output values will be between -1 and 1.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|in|Dynamic vector|none|Input value|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
___
Procedural nodes
Checker Board node
Generates a checkerboard of alternating colors between inputs color A and color B based on input UV.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|color a|vec3|none|First checker color|
|color b|vec3|none|Second checker color|
|frequency|vec2|none|Scale of checkerboard per axis|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|vec3|None|Output checkerboard value|
___
Noise
Gradient Noise node
Generates a gradient, or Perlin noise based on input UV. The resulting output values will be between -1 and 1.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|scale|float|none|Noise scale|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output noise value|
___
Simple Noise node
Generates a simplex, or value noise based on input UV. The resulting output values will be between 0 and 1.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|scale|float|none|Noise scale|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output noise value|
___
Voronoi node
Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by angle offset, a cluster of cells can be generated.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|cell density|float|none|Density of generated cells|
|angle offset|float|none|Offset values for points|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output noise value|
|cells|float|None|Raw cell data|
___
Shapes
Ellipse node
Generates an ellipse shape based on input UV at the size specified by inputs width and height. The generated shape can be offset or tiled by connecting a TilingAndOffset node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating dot effect first connect your TilingAndOffset output through a Fract node.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|width|float|none|Ellipse width|
|height|float|none|Ellipse height|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output ellipse value|
___
Polygon node
Generates a regular polygon shape based on input UV at the size specified by inputs width and height. The polygon's amount of sides is determined by input sides. The generated shape can be offset or tiled by connecting a TilingAndOffset node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your TilingAndOffset output through a Fract node.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|sides|int|none|Number of sides of the polygon|
|width|float|none|Polygon width|
|height|float|none|Polygon height|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output polygon value|
___
Rectangle node
Generates a rectangle shape based on input UV at the size specified by inputs width and height. The generated shape can be offset or tiled by connecting a TilingAndOffset node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rectangle effect first connect your TilingAndOffset output through a Fract node.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|width|float|none|Rectangle width|
|height|float|none|Rectangle height|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output rectangle value|
___
Rounded Polygon node
Generates a rounded polygon shape based on input UV at the size specified by inputs width and height. The polygon's amount of sides is determined by input sides. The radius of each corner is defined by input roundnesss. The generated shape can be offset or tiled by connecting a TilingAndOffset node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded polygon effect first connect your TilingAndOffset output through a Fract node.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|width|float|none|Rounded polygon width|
|height|float|none|Rounded polygon height|
|sides|int|none|Number of sides of the polygon|
|roundness|float|none|Corner radius|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output rounded polygon value|
___
Rounded Rectangle node
Generates a rounded rectangle shape based on input UV at the size specified by inputs width and height. The radius of each corner is defined by input radius. The generated shape can be offset or tiled by connecting a TilingAndOffset node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your TilingAndOffset output through a Fract node.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|width|float|none|Rounded rectangle width|
|height|float|none|Rounded rectangle height|
|radius|float|none|Corner radius|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|output|float|None|Output rounded rectangle value|
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UV nodes
Flipbook node
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs rows and columns.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites, by supplying Time to the input Tile and outputting to the UV input slot of a Texture Sampler.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|rows|int|none|Amount of horizontal tiles in texture sheet|
|columns|int|none|Amount of vertical tiles in texture sheet|
|start frame|int|none|Start tile index texture sheet|
|end frame|int|none|End tile index texture sheet|
|anim speed|float|none|Animation speed|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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Radial Shear node
Applies a radial shear warping effect similar to a wave to the value of input UV.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
___
Rotate node
Rotates value of input UV around a reference point defined by input center by the amount of input rotation.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|rotation|float|none|Rotation amount in radians|
|use degrees|bool|none|Use degrees instead of radians for rotation amount|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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Spherize node
Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
___
Tiling and Offset node
Tiles and offsets the value of input UV by the inputs tiling and offset respectively. This is commonly used for detail maps and scrolling textures over TIME.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|tiling|vec2|none|Amount of tiling to apply per channel|
|offset|vec2|none|Amount of offset to apply per channel|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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Twirl node
Applies a twirl warping effect similar to a black hole to the value of input UV.
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
___