The Godot Shaders Bible

Everything you need to know about shaders to enhance your game’s visuals.

  • Getting started with shaders in Godot
  • Understanding functions with code and nodes
  • VFX in 2D and 3D for production (including screen-space)
  • Advanced techniques, compute shaders, optimization and more
Coming Soon
-
500 +
Level:
Beginner
Language: English, Español
Software: Godot
Note: This book is currently in development and will be published chapter by chapter starting in February 2025. If you purchase the book now, you will receive all future updates for free until its completion. Additionally, if you are among the first 1,000 people to preorder the book, your name will appear in the “Special Thanks” section at the end of both the digital and physical editions. Part of the earnings will be used for the sponsorship of Godot Engine. 

Unleash the full potential of your visual creativity in Godot with The Godot Shaders Bible!


Designed for both absolute beginners and seasoned developers, this comprehensive ~300-page guide demystifies shaders and visual effects from the ground up—no prior experience required. Learn the fundamentals of Godot’s shader language, master essential math concepts, and understand rendering pipelines in a beginner-friendly manner. You’ll progress from simple color tweaks and basic shapes to complex effects like water, stylized shading, and screen-space VFX. Dive into texture operations, vertex manipulation, outlines, particle systems, and even compute shaders, all with practical, step-by-step examples that mirror common game development scenarios.

The Godot Shaders Bible goes beyond generic documentation and matches the depth of the Unity Shaders Bible, providing unique insights, best practices, and performance optimization tips tailored for Godot 4. Explore both 2D and 3D effects, generate and deform meshes, utilize advanced techniques like HLSL-style matrix operations, and bring your artistic visions to life. Through accessible analogies, real-world case studies, and guidance on translating shader concepts from other engines, this book empowers you to confidently craft everything from subtle lighting adjustments to dynamic, cinematic VFX—elevating your art, your code, and your games.
IMPORTANT: The chapters, descriptions, and main topics listed below are provisional and may be added to, merged, or otherwise modified as the book is being written. We’ll update this list every time a new chapter is released.
Chapter 1. Introduction and Fundamentals.
  • Godot’s shader language.
  • Built-in Variables and Functions.
  • Render Pipelines.
  • Spaces and Matrices.
  • Shader Types.
  • Shader Stages.
Chapter 2. Custom Lighting and Rendering.
  • Godot PBR.
  • Lambert Shading.
  • Fresnel Shading.
  • Hemisphere Shading.
  • Phong Shading.
  • Anisotropic Shading.
  • Normal Mapping.
  • Roughness and Metallic Mapping.
Chapter 3. Procedural Shapes and Vertex Animation.
Noise functions.
  • Vertex ID and Animation.
  • Quaternions and Rotation Matrices.
  • Procedural Shapes and Geometry.
  • Compute Shaders.
Chapter 4. Advanced VFX and Post-Processing.
  • CanvasItem Shaders.
  • Spatial Shaders.
  • Particle Shaders.
  • Fog Shaders.
  • Post-Processing.
  • Stylized Rendering Techniques.
  • Porting from Shadertoy.
  • Debugging and Optimizing.

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