Native Bridge to Godot Engine • Chameleon3D
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 |
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 OcclusionShaderNodeAmbientOcclusion
|
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.
|
AttributeShaderNodeAttribute
|
Supported |
Reads vertex colors directly into Godot's COLOR register, generates vertex varyings (v_custom0), and emits dynamic instance uniforms for named attributes.
|
Camera DataShaderNodeCameraData
|
Supported | Translates View Distance, View Vector, and View Z Depth directly into Godot camera built-ins. |
Color Attribute / Vertex ColorShaderNodeVertexColor
|
Supported | Evaluates mesh vertex color layers with automatic linear to sRGB color space conversion. |
Hair Info / Curves InfoShaderNodeHairInfo
|
Supported | Evaluates parabolic ribbon thickness, strand tangent normals, and per-strand random variation seed. |
FresnelShaderNodeFresnel
|
Supported | Exact dielectric Fresnel reflectance ($F_0$) calculated from surface Normal and View vector dot products. |
GeometryShaderNodeNewGeometry
|
Supported | Position, Normal, True Normal, Backfacing, dynamic curvature Pointiness, and pseudo-random hash for Random Per Island. |
Layer WeightShaderNodeLayerWeight
|
Supported | Exact Fresnel and Facing falloff equations matching Blender equations 1:1 in view space. |
Light PathShaderNodeLightPath
|
Supported |
Stage-aware evaluation: Camera Ray and Ray Length in fragment(); Shadow Attenuation, Diffuse Ray, and Light Length in light().
|
Object InfoShaderNodeObjectInfo
|
Supported |
Location, Object Index, Material Index, Instance Color, and world position seed hash for Random.
|
RGBShaderNodeRGB
|
Supported |
Constant RGBA color value input, emitting a constant or uniform vec4.
|
Texture CoordinateShaderNodeTexCoord
|
Supported |
Generated (mesh bounding-box scaled), Normal, UV, Object (local space via INV_VIEW_MATRIX), Camera, Window, and Reflection.
|
UV MapShaderNodeUVMap
|
Supported |
Named UV channels mapped to Godot UV and UV2 with V-axis flipping (1.0 - uv.y).
|
ValueShaderNodeValue
|
Supported | Constant scalar floating-point value input. |
Bevel / WireframeShaderNodeBevel, 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 InfoShaderNodeParticleInfo, 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 OutputShaderNodeOutputMaterial
|
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 OutputShaderNodeOutputAOV
|
Not Supported | Offline compositor arbitrary output variable passes. Omitted from real-time spatial shader execution without altering surface shading. |
Light OutputShaderNodeOutputLight
|
Not Supported | Cycles light source emission graph. Handled natively in Godot through Light3D node properties (OmniLight3D, SpotLight3D, DirectionalLight3D). |
World OutputShaderNodeOutputWorld
|
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 BSDFShaderNodeBsdfPrincipled
|
Supported |
Full Disney PBR: Base Color (ALBEDO), Metallic, Roughness, Specular IOR Level, Anisotropic, Sheen, Clearcoat, Transmission, and Subsurface Scattering with Hue tint profile.
|
EEVEE SpecularShaderNodeEeveeSpecular
|
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 ShaderShaderNodeMixShader
|
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 BSDFShaderNodeBsdfGlass, 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]).
|
HoldoutShaderNodeHoldout
|
Supported |
Alpha cutout masking with depth write (render_mode depth_draw_always; ALPHA = 0.0) providing reliable cutout occlusion in game engines.
|
Toon BSDFShaderNodeBsdfToon
|
Supported |
Stylized step-function toon diffuse and glossy reflection evaluated within Godot's light() stage.
|
Diffuse, Glossy, MetallicShaderNodeBsdfDiffuse, Glossy, Metallic
|
Supported | Standard physically-based dielectric diffuse, microfacet glossy reflection, and conductor metallic specular models. |
Emission, Transparent, TranslucentEmission, Transparent, Translucent
|
Supported |
Mapped directly to Godot's native EMISSION, ALPHA, and BACKLIGHT channels.
|
Volumetric NodesShaderNodeVolumePrincipled, 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 TextureShaderNodeTexNoise
|
Supported | Perlin simplex noise across 1D, 2D, 3D, and 4D with configurable detail octaves, roughness, distortion, and lacunarity matching Blender equations. |
Voronoi TextureShaderNodeTexVoronoi
|
Supported | Cellular Voronoi noise with F1, F2, Smooth F1, Distance to Edge, and N-Sphere metrics across Euclidean, Manhattan, Chebychev, and Minkowski distances. |
Brick TextureShaderNodeTexBrick
|
Supported | Procedural brick wall pattern with configurable mortared rows, bevels, mortar smoothing, and dual brick color variations. |
Wave TextureShaderNodeTexWave
|
Supported | Sinusoidal bands and rings with Sine, Saw, and Triangle wave profile shapes, distortion, and detail roughness. |
Gradient TextureShaderNodeTexGradient
|
Supported | All 7 Blender gradient models: Linear, Quadratic, Easing, Diagonal, Spherical, Quadratic Sphere, and Radial. |
Image TextureShaderNodeTexImage
|
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 NoiseChecker, 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 / MixRGBShaderNodeMix, 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 CurvesShaderNodeRGBCurve
|
Supported |
Multi-channel per-component cubic spline remapping serialized into native Godot CurveXYZTexture sub-resources within the .tres file.
|
Hue / Saturation / ValueShaderNodeHueSaturation
|
Supported | Real-time HSV color remapping with factor blending. |
Bright/Contrast, Gamma, Invert, Light FalloffBrightContrast, 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 MapShaderNodeNormalMap
|
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. |
BumpShaderNodeBump
|
Supported |
Height-field to normal map conversion calculated dynamically on GPU via screen-space partial derivatives (dFdx / dFdy).
|
DisplacementShaderNodeDisplacement
|
Supported |
Mesh vertex displacement evaluated directly within Godot's vertex() stage along geometric or custom normals.
|
Mapping & Vector TransformShaderNodeMapping, 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 RampShaderNodeValToRGB
|
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 RGBShaderNodeShaderToRGB
|
Supported |
Transpiles material lighting evaluation directly into Godot's light() stage for non-photorealistic (NPR) rendering and stylized anime/cel shading.
|
Float CurveShaderNodeFloatCurve
|
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, WavelengthMapRange, 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 GroupShaderNodeGroup
|
Supported | Multi-level nested node groups are recursively flattened into an AST using scoped namespaces, completely eliminating socket variable collisions. |
Group Input & OutputNodeGroupInput, NodeGroupOutput
|
Supported | Group input sockets propagate caller values and default unlinked values into nested nodes. Output connections are resolved automatically. |
Frame & RerouteNodeFrame, NodeReroute
|
Supported | Visual organizational frames and wire routing dots are handled transparently during AST extraction. Links are resolved directly without cluttering shader code. |
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
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