Native Bridge to Godot Engine • Chameleon3D

Jooapa in Materials and Shading



Chameleon3D • Blender to Godot Material and Model Bridge

Shader Node Reference & Transpilation Architecture

Blender Shader Editor • Native Godot 4.x Spatial Shaders

This technical reference catalogs Blender shader nodes, their transpilation into native Godot 4 GLSL shader code, sub-resource serialization, and behavior for unsupported offline Cycles-only nodes.

Input Output Shader Texture Color Vector Converter Group & Layout
Native Shader Nodes 77 Supported Procedural GLSL Math Blender Alignment 8 Categories Shader Editor Categories Node Group Trees 100% Nested AST Flattening & Scopes Compiler Reliability Zero Export Halts Neutral Geometric Defaults
Unsupported Node Resilience

Chameleon3D never crashes or halts exports when encountering unsupported offline Blender nodes (such as multi-bounce Cycles raytracing or volumetric grids). It issues real-time notifications in Blender, substitutes neutral mathematical defaults in the generated GLSL (such as unperturbed geometric normals or base albedo), and comments the exact substituted nodes in the .gdshader header banner for full visibility.


Category Summary & Engine Coverage

Nodes are organized according to Blender's Shader Editor categories:

Blender Category Supported Not Supported Key Capabilities in Godot
Input Nodes 14 Nodes 7 (Cycles/CPU) Screen-space Cavity AO, Pointiness, Vertex Colors, Object/Window TexCoord, Layer Weight, Fresnel.
Output Nodes 1 Node 3 (AOV/Sky) Material Output with Surface PBR unpacking and Displacement vertex stage compilation.
Shader Nodes 17 Nodes 8 (Cycles Vol/Hair) Disney Principled PBR, Glass, Specular Workflow, Toon/Cel shading in light(), SSS, Holdout alpha cutout.
Texture Nodes 11 Nodes 4 (Sky/IES) 100% GLSL Procedural Noise, Voronoi (F1/F2), Wave, Brick, Musgrave, Checker, Image UDIM/Triplanar.
Color Nodes 8 Nodes (100%) 0 (None) All 25+ Mix blend modes, RGB Curves (CurveXYZTexture), HSV/Hue Saturation, Bright/Contrast, Gamma.
Vector Nodes 9 Nodes 1 (Vec Displacement) Normal Maps (Tangent/Object/World), Screen-space Bump, Vector Curves, Vector Math (30+ ops), Transform.
Converter Nodes 12 Nodes 1 (Blackbody) ColorRamp (GradientTexture1D), Float Curve (CurveTexture), Math (35+ ops), Map Range, ShaderToRGB.
Group & Layout 5 Nodes (100%) 0 (None) Multi-level nested Node Groups (AST flattened), Group Input defaults propagation, Frames, Reroutes.
Total Catalog 77 Supported 25 Not Supported 102 Total Nodes (100% Transpiler Resilience)

Input Nodes

Provides mesh attributes, geometric coordinates, camera parameters, lighting conditions, and constant values.

Node Name Status Godot 4.x Implementation & Notes
Ambient Occlusion
ShaderNodeAmbientOcclusion
Supported Real-time screen-space cavity AO using view-space normal divergence normalized by metric position steps (∇·N / ||ΔP||). Operates without depth-buffer pre-passes, preventing z-fighting and polygon sorting artifacts.
Attribute
ShaderNodeAttribute
Supported Reads vertex colors directly into Godot's COLOR register, generates vertex varyings (v_custom0), and emits dynamic instance uniforms for named attributes.
Camera Data
ShaderNodeCameraData
Supported Translates View Distance, View Vector, and View Z Depth directly into Godot camera built-ins.
Color Attribute / Vertex Color
ShaderNodeVertexColor
Supported Evaluates mesh vertex color layers with automatic linear to sRGB color space conversion.
Hair Info / Curves Info
ShaderNodeHairInfo
Supported Evaluates parabolic ribbon thickness, strand tangent normals, and per-strand random variation seed.
Fresnel
ShaderNodeFresnel
Supported Exact dielectric Fresnel reflectance ($F_0$) calculated from surface Normal and View vector dot products.
Geometry
ShaderNodeNewGeometry
Supported Position, Normal, True Normal, Backfacing, dynamic curvature Pointiness, and pseudo-random hash for Random Per Island.
Layer Weight
ShaderNodeLayerWeight
Supported Exact Fresnel and Facing falloff equations matching Blender equations 1:1 in view space.
Light Path
ShaderNodeLightPath
Supported Stage-aware evaluation: Camera Ray and Ray Length in fragment(); Shadow Attenuation, Diffuse Ray, and Light Length in light().
Object Info
ShaderNodeObjectInfo
Supported Location, Object Index, Material Index, Instance Color, and world position seed hash for Random.
RGB
ShaderNodeRGB
Supported Constant RGBA color value input, emitting a constant or uniform vec4.
Texture Coordinate
ShaderNodeTexCoord
Supported Generated (mesh bounding-box scaled), Normal, UV, Object (local space via INV_VIEW_MATRIX), Camera, Window, and Reflection.
UV Map
ShaderNodeUVMap
Supported Named UV channels mapped to Godot UV and UV2 with V-axis flipping (1.0 - uv.y).
Value
ShaderNodeValue
Supported Constant scalar floating-point value input.
Bevel / Wireframe
ShaderNodeBevel, Wireframe
Not Supported Cycles Raytracing: Multi-bounce BVH scene queries are impossible in real-time fragment shaders. Substituted with unbent surface normals; export completes cleanly.
Particle / Point Info
ShaderNodeParticleInfo, PointInfo
Not Supported CPU / Cycles point primitives buffer memory. Default zero values provided; mesh export proceeds without error.

Output Nodes

Directs evaluated surface closures, volume attributes, and displacement math to final engine render stages.

Node Name Status Godot 4.x Implementation & Notes
Material Output
ShaderNodeOutputMaterial
Supported Primary shader endpoint. Unpacks Surface socket closures into Godot's fragment() stage (ALBEDO, ROUGHNESS, METALLIC, EMISSION) and Displacement math into the vertex() stage.
AOV Output
ShaderNodeOutputAOV
Not Supported Offline compositor arbitrary output variable passes. Omitted from real-time spatial shader execution without altering surface shading.
Light Output
ShaderNodeOutputLight
Not Supported Cycles light source emission graph. Handled natively in Godot through Light3D node properties (OmniLight3D, SpotLight3D, DirectionalLight3D).
World Output
ShaderNodeOutputWorld
Not Supported Blender world background sky shader. Managed in Godot via dedicated Environment and SkyMaterial resources.

Shader & Closure Nodes

Defines surface closure properties, microfacet reflection models, lighting interaction, and closure blending.

Node Name Status Godot 4.x Implementation & Notes
Principled BSDF
ShaderNodeBsdfPrincipled
Supported Full Disney PBR: Base Color (ALBEDO), Metallic, Roughness, Specular IOR Level, Anisotropic, Sheen, Clearcoat, Transmission, and Subsurface Scattering with Hue tint profile.
EEVEE Specular
ShaderNodeEeveeSpecular
Supported Preserves diffuse body color as albedo while emitting colored Fresnel specular highlights via view-dependent reflection math: highlight = Specular × (1 - max(N·V, 0))^p × (1 - 0.5r).
Mix Shader
ShaderNodeMixShader
Supported Dynamic parameter-space closure blending. When combining closures with contrasting roughnesses (|Δr| > 0.15), automatically routes the smoother lobe into Godot's CLEARCOAT channel.
Glass / Refraction BSDF
ShaderNodeBsdfGlass, Refraction
Supported Real-time screen-space frosted refraction via hint_screen_texture with multi-tap spiral blur and boundary UV clamping ([0.001, 0.999]).
Holdout
ShaderNodeHoldout
Supported Alpha cutout masking with depth write (render_mode depth_draw_always; ALPHA = 0.0) providing reliable cutout occlusion in game engines.
Toon BSDF
ShaderNodeBsdfToon
Supported Stylized step-function toon diffuse and glossy reflection evaluated within Godot's light() stage.
Diffuse, Glossy, Metallic
ShaderNodeBsdfDiffuse, Glossy, Metallic
Supported Standard physically-based dielectric diffuse, microfacet glossy reflection, and conductor metallic specular models.
Emission, Transparent, Translucent
Emission, Transparent, Translucent
Supported Mapped directly to Godot's native EMISSION, ALPHA, and BACKLIGHT channels.
Volumetric Nodes
ShaderNodeVolumePrincipled, Scatter, Absorption
Not Supported Volumetric Participating Media: Godot 4 manages fog and smoke via FogVolume nodes rather than mesh spatial shaders.

Texture Nodes

Procedural pattern generators and 2D image sampling. All procedural textures run 100% in GLSL with zero image baking.

Node Name Status Godot 4.x Implementation & Notes
Noise Texture
ShaderNodeTexNoise
Supported Perlin simplex noise across 1D, 2D, 3D, and 4D with configurable detail octaves, roughness, distortion, and lacunarity matching Blender equations.
Voronoi Texture
ShaderNodeTexVoronoi
Supported Cellular Voronoi noise with F1, F2, Smooth F1, Distance to Edge, and N-Sphere metrics across Euclidean, Manhattan, Chebychev, and Minkowski distances.
Brick Texture
ShaderNodeTexBrick
Supported Procedural brick wall pattern with configurable mortared rows, bevels, mortar smoothing, and dual brick color variations.
Wave Texture
ShaderNodeTexWave
Supported Sinusoidal bands and rings with Sine, Saw, and Triangle wave profile shapes, distortion, and detail roughness.
Gradient Texture
ShaderNodeTexGradient
Supported All 7 Blender gradient models: Linear, Quadratic, Easing, Diagonal, Spherical, Quadratic Sphere, and Radial.
Image Texture
ShaderNodeTexImage
Supported Automatic texture extraction and routing, UDIM tile decoding, ACEScg/sRGB conversion, and Flat, Box (Triplanar), Sphere, and Tube projection mapping.
Checker, Magic, Gabor, Musgrave, White Noise
Checker, Magic, Gabor, Musgrave, WhiteNoise
Supported Full GLSL ports for all remaining procedurals, including 5 Musgrave multifractal algorithms and 1D-4D White Noise hash generators.

Color Nodes — 100% Coverage

Every color manipulation, curve remapping, and blending operation in Blender is fully supported.

Node Name Status Godot 4.x Implementation & Notes
Mix / MixRGB
ShaderNodeMix, MixRGB
Supported Multi-type mixing supporting all 25+ blend modes: Mix, Multiply, Screen, Overlay, Hard Light, Soft Light, Color Dodge, Color Burn, Linear Light, Pin Light, Difference, Exclusion, Subtract, Divide, Hue, Saturation, Color, Value, etc.
RGB Curves
ShaderNodeRGBCurve
Supported Multi-channel per-component cubic spline remapping serialized into native Godot CurveXYZTexture sub-resources within the .tres file.
Hue / Saturation / Value
ShaderNodeHueSaturation
Supported Real-time HSV color remapping with factor blending.
Bright/Contrast, Gamma, Invert, Light Falloff
BrightContrast, Gamma, Invert, LightFalloff
Supported Full GLSL implementations for linear adjustments, power-law gamma curves, factor-blended color inversion, and distance attenuation profiles.

Vector Nodes

Spatial direction math, coordinate transformations, and normal perturbation.

Node Name Status Godot 4.x Implementation & Notes
Normal Map
ShaderNodeNormalMap
Supported Tangent Space, Object Space, and World Space normal maps with coordinate swizzling (Blender Z-up to Godot Y-up) and real-time basis projections.
Bump
ShaderNodeBump
Supported Height-field to normal map conversion calculated dynamically on GPU via screen-space partial derivatives (dFdx / dFdy).
Displacement
ShaderNodeDisplacement
Supported Mesh vertex displacement evaluated directly within Godot's vertex() stage along geometric or custom normals.
Mapping & Vector Transform
ShaderNodeMapping, VectorTransform
Supported Full TRS transforms for Point, Texture, Vector, and Normal modes, with coordinate space conversions across World, Object, and Camera spaces.
Vector Math (30+ Operations)
ShaderNodeVectorMath
Supported Add, Subtract, Multiply, Divide, Cross Product, Dot Product, Distance, Length, Scale, Normalize, Reflect, Refract, Faceforward, Modulo, Wrap, Snap, Floor, Ceil, etc.

Converter Nodes

Type conversions, range remapping, math functions, color ramps, and stylization.

Node Name Status Godot 4.x Implementation & Notes
Color Ramp
ShaderNodeValToRGB
Supported Serialized directly into native Godot GradientTexture1D sub-resources within the .tres file. Supports Linear, Ease, Cardinal, B-Spline, and Constant interpolation. Zero baking required.
Shader to RGB
ShaderNodeShaderToRGB
Supported Transpiles material lighting evaluation directly into Godot's light() stage for non-photorealistic (NPR) rendering and stylized anime/cel shading.
Float Curve
ShaderNodeFloatCurve
Supported Bezier curves serialized into native Godot CurveTexture sub-resources.
Math (35+ Operations)
ShaderNodeMath
Supported Add, Subtract, Multiply, Divide, Power, Logarithm, Sqrt, Trigonometry (Sin, Cos, Tan, Asin, Acos, Atan2, Sinh, Cosh), Round, Floor, Ceil, Modulo, Fraction, etc.
Map Range, Clamp, RGB to BW, Wavelength
MapRange, Clamp, RGBToBW, Wavelength
Supported Full GLSL support for range remapping, Rec.709 perceptual luminance extraction, and physical CIE 1931 nanometer spectrum lookup.
Separate / Combine (Color & XYZ)
SeparateColor, CombineColor, SeparateXYZ, CombineXYZ
Supported Deconstructs and reconstructs color and vector components across RGB, HSV, and HSL color spaces.

Group & Layout Nodes — 100% Coverage

Full support for custom node group trees, multi-level nesting, group socket defaults, and visual graph layouts.

Node Name Status Godot 4.x Implementation & Notes
Node Group
ShaderNodeGroup
Supported Multi-level nested node groups are recursively flattened into an AST using scoped namespaces, completely eliminating socket variable collisions.
Group Input & Output
NodeGroupInput, NodeGroupOutput
Supported Group input sockets propagate caller values and default unlinked values into nested nodes. Output connections are resolved automatically.
Frame & Reroute
NodeFrame, NodeReroute
Supported Visual organizational frames and wire routing dots are handled transparently during AST extraction. Links are resolved directly without cluttering shader code.

Interactive Built-in Documentation in Blender

This complete node catalog is accessible directly inside Blender while you build shaders:

  • Open the Chameleon3D panel in the 3D Viewport Sidebar (N-Panel) or Scene Properties.
  • Click the Documentation (?) tab in the interface header.
  • Use the Live Search filter to search any node by name, socket, or keyword in real time.
  • Filter by Category or Status (Supported vs Not Supported).

Chameleon3D Documentation

Engineered for Blender 4.2 LTS & 5.x • Native Integration for Godot Engine 4.x

$9.99

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Details
Blender Extension Compatible Yes
Published about 8 hours ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Eevee
License GPL