diff --git a/doc/classes/VisualShaderNodeRotationByAxis.xml b/doc/classes/VisualShaderNodeRotationByAxis.xml
new file mode 100644
index 00000000000..8a4fbc89d8e
--- /dev/null
+++ b/doc/classes/VisualShaderNodeRotationByAxis.xml
@@ -0,0 +1,11 @@
+
+
+
+ A visual shader node that modifies the rotation of the object using a rotation matrix.
+
+
+ RotationByAxis node will transform the vertices of a mesh with specified axis and angle in radians. It can be used to rotate an object in an arbitrary axis.
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeScreenNormalWorldSpace.xml b/doc/classes/VisualShaderNodeScreenNormalWorldSpace.xml
new file mode 100644
index 00000000000..ccffb621382
--- /dev/null
+++ b/doc/classes/VisualShaderNodeScreenNormalWorldSpace.xml
@@ -0,0 +1,11 @@
+
+
+
+ A visual shader node that unpacks the screen normal texture in World Space.
+
+
+ The ScreenNormalWorldSpace node allows to create outline effects.
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeWorldPositionFromDepth.xml b/doc/classes/VisualShaderNodeWorldPositionFromDepth.xml
new file mode 100644
index 00000000000..9c9016e8898
--- /dev/null
+++ b/doc/classes/VisualShaderNodeWorldPositionFromDepth.xml
@@ -0,0 +1,11 @@
+
+
+
+ A visual shader node that calculates the position of the pixel in world space using the depth texture.
+
+
+ The WorldPositionFromDepth node reconstructs the depth position of the pixel in world space. This can be used to obtain world space UVs for projection mapping like Caustics.
+
+
+
+
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index f667ffeaa8a..30620590017 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5875,6 +5875,10 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("CurveXYZTexture", "Textures/Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("LinearSceneDepth", "Textures/Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value obtained from the depth prepass in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
texture2d_node_option_idx = add_options.size();
+ add_options.push_back(AddOption("WorldPositionFromDepth", "Textures/Functions", "VisualShaderNodeWorldPositionFromDepth", TTR("Reconstructs the World Position of the Node from the depth texture."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ texture2d_node_option_idx = add_options.size();
+ add_options.push_back(AddOption("ScreenNormalWorldSpace", "Textures/Functions", "VisualShaderNodeScreenNormalWorldSpace", TTR("Unpacks the Screen Normal Texture in World Space"), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ texture2d_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2D", "Textures/Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
texture2d_array_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2DArray", "Textures/Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
@@ -5919,6 +5923,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
// VECTOR
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 1c2ed16e63c..803afcf9f8d 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -675,6 +675,8 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeTexture3DParameter);
GDREGISTER_CLASS(VisualShaderNodeCubemapParameter);
GDREGISTER_CLASS(VisualShaderNodeLinearSceneDepth);
+ GDREGISTER_CLASS(VisualShaderNodeWorldPositionFromDepth);
+ GDREGISTER_CLASS(VisualShaderNodeScreenNormalWorldSpace);
GDREGISTER_CLASS(VisualShaderNodeIf);
GDREGISTER_CLASS(VisualShaderNodeSwitch);
GDREGISTER_CLASS(VisualShaderNodeFresnel);
@@ -688,6 +690,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeProximityFade);
GDREGISTER_CLASS(VisualShaderNodeRandomRange);
GDREGISTER_CLASS(VisualShaderNodeRemap);
+ GDREGISTER_CLASS(VisualShaderNodeRotationByAxis);
GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeVarying);
GDREGISTER_CLASS(VisualShaderNodeVaryingSetter);
GDREGISTER_CLASS(VisualShaderNodeVaryingGetter);
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 9d568957202..4023de9023c 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1727,6 +1727,135 @@ VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
simple_decl = false;
}
+////////////// World Position from Depth
+
+String VisualShaderNodeWorldPositionFromDepth::get_caption() const {
+ return "WorldPositionFromDepth";
+}
+
+int VisualShaderNodeWorldPositionFromDepth::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeWorldPositionFromDepth::get_input_port_name(int p_port) const {
+ return "screen uv";
+}
+
+bool VisualShaderNodeWorldPositionFromDepth::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+
+int VisualShaderNodeWorldPositionFromDepth::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_3D;
+}
+
+String VisualShaderNodeWorldPositionFromDepth::get_output_port_name(int p_port) const {
+ return "world position";
+}
+
+bool VisualShaderNodeWorldPositionFromDepth::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeWorldPositionFromDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture, repeat_disable, filter_nearest;\n";
+}
+
+String VisualShaderNodeWorldPositionFromDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+ String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
+ code += " {\n";
+
+ code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", " + uv + ", 0.0).x;\n";
+ if (!RenderingServer::get_singleton()->is_low_end()) {
+ code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(" + uv + " * 2.0 - 1.0, __log_depth, 1.0);\n";
+ } else {
+ code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(" + uv + ", __log_depth) * 2.0 - 1.0, 1.0);\n";
+ }
+ code += " __depth_view.xyz /= __depth_view.w;\n";
+ code += vformat(" %s = (INV_VIEW_MATRIX * __depth_view).xyz;\n", p_output_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeWorldPositionFromDepth::VisualShaderNodeWorldPositionFromDepth() {
+ simple_decl = false;
+}
+
+////////////// Unpack Normals in World Space
+
+String VisualShaderNodeScreenNormalWorldSpace::get_caption() const {
+ return "ScreenNormalWorldSpace";
+}
+
+int VisualShaderNodeScreenNormalWorldSpace::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeScreenNormalWorldSpace::get_input_port_name(int p_port) const {
+ return "screen uv";
+}
+
+bool VisualShaderNodeScreenNormalWorldSpace::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+
+int VisualShaderNodeScreenNormalWorldSpace::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_3D;
+}
+
+String VisualShaderNodeScreenNormalWorldSpace::get_output_port_name(int p_port) const {
+ return "screen normal";
+}
+
+bool VisualShaderNodeScreenNormalWorldSpace::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeScreenNormalWorldSpace::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "normal_rough_tex") + " : hint_normal_roughness_texture, repeat_disable, filter_nearest;\n";
+}
+
+String VisualShaderNodeScreenNormalWorldSpace::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+ String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
+ code += " {\n";
+
+ code += " vec3 __normals = textureLod(" + make_unique_id(p_type, p_id, "normal_rough_tex") + ", " + uv + ", 0.0).xyz;\n";
+ code += " __normals = __normals * 2.0 - 1.0;\n";
+ code += vformat(" %s = mat3(INV_VIEW_MATRIX) * __normals;\n", p_output_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeScreenNormalWorldSpace::VisualShaderNodeScreenNormalWorldSpace() {
+ simple_decl = false;
+}
+
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
@@ -7971,3 +8100,100 @@ VisualShaderNodeRemap::VisualShaderNodeRemap() {
simple_decl = false;
}
+
+////////////// RotationByAxis
+
+String VisualShaderNodeRotationByAxis::get_caption() const {
+ return "RotationByAxis";
+}
+
+int VisualShaderNodeRotationByAxis::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_3D;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_VECTOR_3D;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRotationByAxis::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "input";
+ case 1:
+ return "angle";
+ case 2:
+ return "axis";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRotationByAxis::get_output_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_output_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_3D;
+ case 1:
+ return PORT_TYPE_TRANSFORM;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRotationByAxis::get_output_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "output";
+ case 1:
+ return "rotationMat";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+bool VisualShaderNodeRotationByAxis::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeRotationByAxis::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+ code += " {\n";
+ code += vformat(" float __angle = %s;\n", p_input_vars[1]);
+ code += vformat(" vec3 __axis = normalize(%s);\n", p_input_vars[2]);
+ code += vformat(" mat3 __rot_matrix = mat3(\n");
+ code += vformat(" vec3( cos(__angle)+__axis.x*__axis.x*(1.0 - cos(__angle)), __axis.x*__axis.y*(1.0-cos(__angle))-__axis.z*sin(__angle), __axis.x*__axis.z*(1.0-cos(__angle))+__axis.y*sin(__angle) ),\n");
+ code += vformat(" vec3( __axis.y*__axis.x*(1.0-cos(__angle))+__axis.z*sin(__angle), cos(__angle)+__axis.y*__axis.y*(1.0-cos(__angle)), __axis.y*__axis.z*(1.0-cos(__angle))-__axis.x*sin(__angle) ),\n");
+ code += vformat(" vec3( __axis.z*__axis.x*(1.0-cos(__angle))-__axis.y*sin(__angle), __axis.z*__axis.y*(1.0-cos(__angle))+__axis.x*sin(__angle), cos(__angle)+__axis.z*__axis.z*(1.0-cos(__angle)) )\n");
+ code += vformat(" );\n");
+ code += vformat(" %s = %s * __rot_matrix;\n", p_output_vars[0], p_input_vars[0]);
+ code += vformat(" %s = mat4(__rot_matrix);\n", p_output_vars[1]);
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeRotationByAxis::VisualShaderNodeRotationByAxis() {
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+
+ simple_decl = false;
+}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 4973db0a220..97d8df3c0b8 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -680,6 +680,50 @@ public:
VisualShaderNodeLinearSceneDepth();
};
+class VisualShaderNodeWorldPositionFromDepth : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeWorldPositionFromDepth, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeWorldPositionFromDepth();
+};
+
+class VisualShaderNodeScreenNormalWorldSpace : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScreenNormalWorldSpace, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeScreenNormalWorldSpace();
+};
+
///////////////////////////////////////
/// OPS
///////////////////////////////////////
@@ -2913,4 +2957,24 @@ public:
VisualShaderNodeRemap();
};
+class VisualShaderNodeRotationByAxis : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeRotationByAxis, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeRotationByAxis();
+};
+
#endif // VISUAL_SHADER_NODES_H